Seems to happen when rapidly sending movement inputs.
The crash points to this bit here:
if inst.sg.statemem.swim_t == nil and not data.remoteoverridelocomote then inst.sg.statemem.swimming = true inst.sg.statemem.announced_tired = false inst.components.hunger:SetRate(TUNING.WILSON_HUNGER_RATE * TUNING.FLOATING_SWIM_HUNGER_RATE_MULT) inst.sg.statemem.swim_t = GetTime() inst.AnimState:PlayAnimation("swim_pre") elseif not inst.sg.statemem.announced_tired and not inst.AnimState:IsCurrentAnimation("swim_pst") and inst.sg.statemem.swim_t > GetTime() + 0.6 -- HERE then inst.sg.statemem.announced_tired = true inst.components.talker:Say(GetString(inst, "ANNOUNCE_FLOAT_SWIM_TIRED")) end
This bit of code isn't isn't fully sanitized for swim_t being nil.
Steps to Reproduce
- Be on a floater on the ocean.
- Rapidly click or press movement keys.
A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.
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