local function meteor_invitem_behaviour(inst, v) local x, y, z = inst.Transform:GetWorldPosition() if v.components.container ~= nil then -- Spill backpack contents, but don't destroy backpack if math.random() <= TUNING.METEOR_SMASH_INVITEM_CHANCE then v.components.container:DropEverything() end elseif v.components.mine ~= nil and not v.components.mine.inactive then -- Always smash things on the periphery so that we don't end up with a ring of flung loot v.components.mine:Deactivate() elseif math.random() <= TUNING.METEOR_SMASH_INVITEM_CHANCE and not v:HasTag("irreplaceable") then -- Always smash things on the periphery so that we don't end up with a ring of flung loot local vx, vy, vz = v.Transform:GetWorldPosition() SpawnPrefab("ground_chunks_breaking").Transform:SetPosition(vx, 0, vz) v:Remove() -- HERE, shouldn't we be stopping the function from progressing any further? end if not v.components.inventoryitem.nobounce then Launch(v, inst, TUNING.LAUNCH_SPEED_SMALL) elseif v.Physics ~= nil and v.Physics:IsActive() then local vx, vy, vz = v.Transform:GetWorldPosition() local dx, dz = vx - x, vz - z local spd = math.sqrt(dx * dx + dz * dz) local angle = (spd > 0 and math.atan2(dz / spd, dx / spd) + (math.random() * 20 - 10) * DEGREES) or math.random() * 2 * PI spd = 3 + math.random() * 1.5 v.Physics:Teleport(vx, 0, vz) v.Physics:SetVel(math.cos(angle) * spd, 0, math.sin(angle) * spd) end v.components.inventoryitem:SetLanded(false, true) end
Not sure if this can cause a crash or not as I haven't tested it, but it's obviously not good to continue working with an invalid entity.
Steps to Reproduce
Drop items around/on top of the lunar siphonator before completing it, and then complete it. Items that get destroyed by the ClearArea call will be the ones affected by this.
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