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