There seems to be an oversight in the pog code where when exiting limbo and not the aporkalipse there feral build gets set
This should only run if its the aporkalipse not when its not
This is the code:
inst:ListenForEvent("exitlimbo", function(inst)
local aporkalypse = GetAporkalypse()
if not (aporkalypse and aporkalypse:IsActive()) then
inst.AnimState:SetBuild("pog_feral_build")
end
end)
Steps to Reproduce
Take a pog into the ruins
Leave it there for a bit
Come back when its specifically not the aporkalipse
The pog now has its feral build
- 1
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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