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Eating monster meat with lag compensation/prediction enabled can play a wrong animation


hoxi
  • Fixed

It happens since monster meat has both the "edible_MEAT" and "edible_MONSTER" tags (and other edible items with these tags), and due to this bit of code here in the SGwilson_client stategraph due to the nature of pairs:

            for k, v in pairs(FOODTYPE) do
                if obj:HasTag("edible_"..v) then
                    return v == FOODTYPE.MEAT and "eat" or "quickeat"
                end
            end

You could either keep the iteration for verification purposes, along with a HasTag("edible_MEAT") check in the return line instead of v == FOODTYPE.MEAT, to match the behavior on the server.

Or simply do return obj:HasTag("edible_MEAT") and "eat" or "quickeat", with no iteration.


Steps to Reproduce
  1. Enable movement prediction.
  2. Eat monster meat (can be raw, cooked or dried).
  3. Observe how the "quickeat" animation might play instead, and immediately conflict with the intended "eat" one.



User Feedback


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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