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authorIra Rice <irarice@gmail.com>2008-11-02 03:06:25 +0000
committerIra Rice <irarice@gmail.com>2008-11-02 03:06:25 +0000
commitda8d03a095ff2ef34f688db8c602c974be956223 (patch)
treee370c32ac9586b3b7586726ce0f3bafd8cb19cf0 /src/being.cpp
parent168eba19e2b4712c8410bd940e3bd1fbba746d1f (diff)
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This correctly fixes the attack problem. Apparently, I didn't realize a bit ago that the item type was being used to
determine which attack animation to use, since a comment lied about it not being used.
Diffstat (limited to 'src/being.cpp')
-rw-r--r--src/being.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/being.cpp b/src/being.cpp
index 5c09218c..7ad83e5e 100644
--- a/src/being.cpp
+++ b/src/being.cpp
@@ -276,6 +276,10 @@ void Being::setAction(Action action)
case ATTACK:
if (mEquippedWeapon)
{
+ currentAction = mEquippedWeapon->getAttackType();
+ }
+ else
+ {
currentAction = ACTION_ATTACK;
}
for (int i = 0; i < VECTOREND_SPRITE; i++)