Ok, I changed the order around and when I do this the whole client freezes. I made the dbSprite call for the player in its own function so it can stay a part of the loop, but all the other images are now called in LoadImages(). They go in this order.
1. Load the images: dbLoadImage()
2. Set the sprite: dbSprite()
3. Create the animated sprite for the player
4. Set Priority
All of these are set in the main. PlayerSprite() is called in the loop and looks like this.
Quote: "
void PlayerSprite()
{
dbSprite( 100, playerx, playery, 100 ); // Player
}
"
The collision is called AFTER LoadImages() in the main. I get a do not send error, no debug errors at all.
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