This one it should work.
void check_attack() { // Can't hit an opponent if you are frozen if(!is_frozen(self) && self->animation->attacks && self->animation->attacks[self->animpos] && !(self->projectile>0 && !self->falling) && !(self->drop && self->projectile<=0)) { do_attack(self); } else self->attack_id = 0; }
Authored by: utunnels 2008-02-08
Parent: [r1529]
Child: [r1531]