message: fix chest close animation
diff: @@ -829,7 +829,7 @@ const Animation::Sequence* Interactive::setAnim(Interactive::Anim t) {
  }
  bool Interactive::setAnim(Npc* npc, Anim dir) {
  - Npc::Anim dest = dir==Anim::Out ? Npc::Anim::InteractOut : Npc::Anim::InteractIn;
  + const Npc::Anim dest = dir==Anim::Out ? Npc::Anim::InteractOut : Npc::Anim::InteractIn;
  const Animation::Sequence* sqNpc=nullptr;
  const Animation::Sequence* sqMob=nullptr;
  if(npc!=nullptr) {
  @@ -841,10 +841,17 @@ bool Interactive::setAnim(Npc* npc,Anim dir) {
  if(sqMob==nullptr && sqNpc==nullptr && dir!=Anim::Out)
  return false;
  - uint64_t t0 = sqNpc==nullptr ? 0 : uint64_t(sqNpc->totalTime());
  - uint64_t t1 = sqMob==nullptr ? 0 : uint64_t(sqMob->totalTime());
  + uint64_t aniT = sqNpc==nullptr ? 0 : uint64_t(sqNpc->totalTime());
  + if(aniT==0) {
  + /* Note: testing shows that in vanilla only npc animation maters.
  + * testcase: chest animation
  + * modsi timings only here for completness
  + */
  + aniT = sqMob==nullptr ? 0 : uint64_t(sqMob->totalTime());
  + }
  +
  if(dir!=Anim::Active)
  - waitAnim = world.tickCount()+std::max(t0,t1);
  + waitAnim = world.tickCount()+aniT;
  return true;
  }
  