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April 27th 2007, 01:40 PM
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metatarasal
Bard He/Him Netherlands
I object 
It's an interesting problem that I noticed too. (like in Quest for the Gems) I decided to take another look at this problem, and I think I might have found a solution:

In the script "dam-fire.c" this is the part of the script that causes the tree to burn:

sp_pseq(&missile_target, 20);
sp_pframe(&missile_target, 29);
sp_hard(&missile_target, 0);
draw_hard_sprite(&missile_target);
sp_seq(&missile_target, 20);
playsound(6, 8000,0,&missile_target,0);

The draw_hard_sprite(&missile_target); command takes some time to execute, place sp_seq(&missile_target, 20); before the draw_hard_sprite(); command to resolve this problem. (It worked for me when I tested it just a moment ago.)

<EDIT> This is for generic trees only ofcourse, I think scripted trees might work the same way.