The Varg just stays there, not as a corpse, just stuck at the end of the death animation.
This possibly applies to other creatures as well.
The Varg is set to not fade out, but it seems like CommonHandlers.OnCorpseDeathAnimOver doesn't account for a case of is_corpsing not being true.
local function oncorpsedeathanimover(inst) local is_corpsing = inst.components.health ~= nil and inst.components.health.is_corpsing or nil if inst.AnimState:AnimDone() and is_corpsing then inst.sg:GoToState("corpse") end end CommonHandlers.CorpseDeathAnimOver = oncorpsedeathanimover CommonHandlers.OnCorpseDeathAnimOver = function(cancorpsefn) local custom_handler = cancorpsefn and function(inst) if cancorpsefn(inst) then oncorpsedeathanimover(inst) end end or nil -- return EventHandler("animover", custom_handler or oncorpsedeathanimover) end
Or the issue might technically lie in the death state itself, I'm unsure what'd be most appropriate until I take a good look at the stategraphs of all relevant entities (I'll report back).
I know Beefalos have some specific checks on their death state itself upon entering it, while Vargs don't, but Beefalos also don't technically use the same corpse system at them moment. Some of these states might need to be revised further.
- Kill a Varg.
- Notice how it won't fade out or leave an actual corpse.
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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