It just doesn't, but other AOE like deerclops' ice spike does.
You can fix it with this code:
State{ name = "leap_attack_pst", tags = {"busy"}, onenter = function(inst, target) if not inst:GetIsOnWater(Vector3(inst.Transform:GetWorldPosition()) ) then inst.components.groundpounder:GroundPound() inst.SoundEmitter:PlaySound("dontstarve_DLC001/creatures/bearger/groundpound", nil, 0.5) -- first ground pound has a delay of 0s, the rest is "inst.components.groundpounder.ringDelay" inst:DoTaskInTime(math.max(inst.components.groundpounder.numRings - 1, 0) * inst.components.groundpounder.ringDelay, function() if not inst.components.groundpounder or not next(inst.components.groundpounder.ignoreEnts) then inst:PushEvent("onmissother") end end) end SpawnWaves(inst, 12, 360, 4) inst.components.locomotor:Stop() inst.AnimState:PlayAnimation("jump_atk_pst") end, events= { EventHandler("animover", function(inst) inst.sg:GoToState("taunt") end), }, },
Steps to Reproduce
The above.
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