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authorshennetsind <shennetsind@54d463be-8e91-2dee-dedb-b68131a5f0ec>2011-12-17 05:41:34 +0000
committershennetsind <shennetsind@54d463be-8e91-2dee-dedb-b68131a5f0ec>2011-12-17 05:41:34 +0000
commit0498ed2334a63f722ac58a434e08b6ccc34aac99 (patch)
treee59b4c970b8f397d910166a26f60828b506b2665
parent92707807ce344404bebb1cb925cca00490d07f81 (diff)
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Fixed Monster Animation Bug:
-- Example Before: You JT a evil druid, shortly after it finishes taking damage it'd appear near you without showing it moving again. Now: walk animation no longer glitches, it moves \o/! bugreport:1255 git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@15148 54d463be-8e91-2dee-dedb-b68131a5f0ec
-rw-r--r--src/map/unit.c6
1 files changed, 4 insertions, 2 deletions
diff --git a/src/map/unit.c b/src/map/unit.c
index 7b0820f66..a13305d96 100644
--- a/src/map/unit.c
+++ b/src/map/unit.c
@@ -244,9 +244,11 @@ static int unit_walktoxy_timer(int tid, unsigned int tick, int id, intptr_t data
else
i = status_get_speed(bl);
- if(i > 0)
+ if(i > 0) {
ud->walktimer = add_timer(tick+i,unit_walktoxy_timer,id,i);
- else if(ud->state.running) {
+ if( md )
+ clif_move(ud);
+ } else if(ud->state.running) {
//Keep trying to run.
if (!unit_run(bl))
ud->state.running = 0;