Finite sprite animations now stop at last frame, not first.
[supertux.git] / src / trigger / door.cpp
index cdb05ff..a7eaf55 100644 (file)
@@ -75,7 +75,7 @@ void
 Door::update(float )
 {
   //Check if door animation is complete
-  if(sprite->check_animation()) {
+  if(sprite->animation_done()) {
     sprite->set_action("normal");
     GameSession::current()->respawn(target_sector, target_spawnpoint);
   }