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# Description
Apparently _mobThreshold.TryGetThresholdForState() fucking crashes if
you hand it a mob that doesn't have a MobStateComponent, even though it
optionally accepts no MobStateComponent at all as one of its inputs.
Easy solution for this is to just pre-emptively TryComp for the
MobStateComponent and then pass it in explicitly, but I also hate this
because TryGetThresholdForState shouldn't be crashing if you hand it a
mob without a MobStateComponent... I hate Resolve() so much for this
behavior.
# Changelog
🆑
- fix: Fix a crash related to Luminous Entities.