When you're using the ffc to do the animation. I thought that setting this->Delay real high would stop it, but that doesn't do anything.
Here's the relevant code I'm using:
// Wrapper around Ghost_Waitframe.
bool AiGhost_Waitframe(ffc this, npc ghost) {
// Freezing check.
if (ghost->Misc[FREEZE_NPC_INDEX] != 0) {
// If they're stunned, set the cset and animation.
if (ghost->Stun > 0) {
Ghost_ForceCSet(FREEZE_CSET);
this->Delay = 100;}
// Otherwise, clear freezing.
else {
Ghost_ForceCSet(ghost->Misc[FREEZE_NPC_INDEX] - 1);
ghost->Misc[FREEZE_NPC_INDEX] = 0;
this->Delay = 0;}}
bool result = Ghost_Waitframe(this, ghost, true, false);
return result;}

