in stategraphs/commonstates.lua:
name = "run_start", tags = { "moving", "running", "canrotate" }, onenter = function(inst) if fns ~= nil and fns.startonenter ~= nil then fns.startonenter(inst) end if not delaystart then inst.components.locomotor:RunForward() end inst.AnimState:PlayAnimation(get_loco_anim(inst, anims ~= nil and anims.startrun or nil, "run_pre")) if fns ~= nil and fns.startonenter ~= nil then fns.startonenter(inst) end end,
fns.startonenter gets called twice for the run_start state (line 305 in my current build of DST). As far as I'm aware, none of the vanilla mobs make use of fns.startonenter, but it can causes issues to modded mobs that might use them.
Steps to Reproduce
1. Have a mob have fns.startonenter for CommonStates.AddRunStates() in their stategraph.
2. Watch as it gets called twice.
3. Profit.
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