Add some debug traces for testing (obviously these shouldn't be pulled into the master)..
@@ -21395,6 +21395,8 @@ void adjust_bind(entity *e)
// Animation match flag in use?
if(e->binding.matching)
{
+ printf("\n match %d", e->binding.matching);
+
// Initialize and populate an attack struct variable.
// We may need this if a ..._DIE flag is used.
s_collision_attack attack = emptyattack;
@@ -21412,10 +21414,14 @@ void adjust_bind(entity *e)
// Don't have the animation? Kill ourself.
if(e->binding.matching & BINDING_MATCHING_ANIMATION_REMOVE)
{
+ printf("\n anim kill");
+
kill_entity(e);
}
else if(e->binding.matching & BINDING_MATCHING_ANIMATION_DIE)
{
+ printf("\n anim die");
+
// If able to take normal damage we KO ourselves.
// Otherwise remove from play instantly.
if(e->takedamage)
@@ -21441,6 +21447,8 @@ void adjust_bind(entity *e)
// Frame match flag set?
if(e->binding.matching & BINDING_MATCHING_FRAME_TARGET)
{
+ printf("\n frame match set");
+
// Are we NOT currently playing the target frame?
if(e->animpos != e->binding.ent->animpos)
{
@@ -21450,10 +21458,15 @@ void adjust_bind(entity *e)
{
if(e->binding.matching & BINDING_MATCHING_FRAME_REMOVE)
{
+ printf("\n frame kill");
+
kill_entity(e);
}
else if(e->binding.matching & BINDING_MATCHING_FRAME_DIE)
{
+
+ printf("\n frame die");
+
// If able to take normal damage we KO ourselves.
// Otherwise remove from play instantly.
if(e->takedamage)
