Anohter tweak to BIND_ANIMATION_FRAME_REMOVE. Frame checking was off by 1.
@@ -21999,7 +21999,7 @@ void adjust_bind(entity *e)
{
// If we don't have the frame and frame kill flag is
// set, kill ourselves.
- if (e->animation->numframes < frame)
+ if ((e->animation->numframes -1) < frame)
{
if (e->binding.match & BIND_ANIMATION_FRAME_REMOVE)
