--- deliantra/server/common/anim.C 2006/09/11 20:28:37 1.8 +++ deliantra/server/common/anim.C 2006/09/12 19:20:05 1.9 @@ -1,7 +1,7 @@ /* * static char *rcsid_anim_c = - * "$Id: anim.C,v 1.8 2006/09/11 20:28:37 root Exp $"; + * "$Id: anim.C,v 1.9 2006/09/12 19:20:05 root Exp $"; */ /* @@ -190,10 +190,10 @@ if (!op->animation_id || !NUM_ANIMATIONS (op)) { - LOG (llevError, "Object lacks animation.\n"); - dump_object (op); + LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); return; } + if (op->head) { dir = op->head->direction; @@ -204,9 +204,7 @@ ++op->state; } else - { - ++op->state; /* increase draw state */ - } + ++op->state; /* increase draw state */ /* If object is turning, then max animation state is half through the * animations. Otherwise, we can use all the animations. @@ -219,6 +217,7 @@ * was always towards the enemy - now it is whatever direction the monster * is facing. */ + if (NUM_FACINGS (op) == 2) { if (dir < 5)