
Masts used to have a sinking effect when the boat they are on was destroyed.
function Mast:OnRemoveEntity() local mast_sinking if self.boat ~= nil and self.sink_fx ~= nil then mast_sinking = SpawnPrefab(self.sink_fx) else mast_sinking = SpawnPrefab("collapse_small") end if mast_sinking ~= nil then local x_pos, y_pos, z_pos = self.inst.Transform:GetWorldPosition() mast_sinking.Transform:SetPosition(x_pos, y_pos, z_pos) end if self ~= nil then self:SetBoat(nil) end end
It's most likely because self.boat becomes nil when the boat is destroyed.
self.OnBoatRemoved = function() self.boat = nil end
perhaps the mast could just check if it's on ocean, and if it is, spawn the sinking effect, if not(its on land rather), then spawn the collapse_small prefab.
Steps to Reproduce
1. Place mast on boat
2. Destroy boat
3. Noooo mooore sinking effects
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3
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