Killface1980 / RW_FacialStuff

MIT License
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Pawn/Thing graphics freeze/disappear when capturing prisoners #47

Open TenshiAkari12 opened 6 years ago

TenshiAkari12 commented 6 years ago

Hi! I mentioned something similar to this problem in the Ludeon forums before I kind of figured my way around this site (the one glitch where animations for a pawn rescuing another pawn freeze and all other things/pawns within a certain radius of them stop drawing until a pawn is placed down).

It seems like this is happening when capturing prisoners as well. The most recent updated fixed the pawn rescuing animations bug, but I just got this error spam when capturing some downed raiders:

Object reference not set to an instance of an object
at FacialStuff.HumanBipedDrawer.DrawTweenedHand (UnityEngine.Vector3,UnityEngine.Mesh,UnityEngine.Material,UnityEngine.Quaternion,FacialStuff.TweenThing,bool,bool) <0x000f6>
at FacialStuff.HumanBipedDrawer.DrawHands (UnityEngine.Quaternion,UnityEngine.Vector3,bool,Verse.Thing,bool) <0x00b8c>
at FacialStuff.CompBodyAnimator.DrawHands (UnityEngine.Quaternion,UnityEngine.Vector3,bool,Verse.Thing,bool) <0x0009f>
at FacialStuff.Harmony.HarmonyPatch_PawnRenderer.Prefix (Verse.PawnRenderer,UnityEngine.Vector3&,UnityEngine.Quaternion,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool) <0x01e9d>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnInternal_Patch2 (object,UnityEngine.Vector3,UnityEngine.Quaternion,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool) <0x00212>
at Verse.PawnRenderer.RenderPawnInternal (UnityEngine.Vector3,UnityEngine.Quaternion,bool,Verse.RotDrawMode,bool) <0x0007d>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnAt_Patch1 (object,UnityEngine.Vector3,Verse.RotDrawMode,bool) <0x00222>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3) <0x00061>
at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3) <0x0002a>
at Verse.Pawn.DrawAt (UnityEngine.Vector3,bool) <0x00032>
at FacialStuff.HumanBipedDrawer.DrawHands (UnityEngine.Quaternion,UnityEngine.Vector3,bool,Verse.Thing,bool) <0x00259>
at FacialStuff.CompBodyAnimator.DrawHands (UnityEngine.Quaternion,UnityEngine.Vector3,bool,Verse.Thing,bool) <0x0009f>
at FacialStuff.Harmony.HarmonyPatchesFS.CheckAndDrawHands (Verse.Thing,UnityEngine.Vector3,bool,Verse.Pawn,bool) <0x00257>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnAt_Patch1 (object,UnityEngine.Vector3,Verse.RotDrawMode,bool) <0x00570>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3) <0x00061>
at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3) <0x0002a>
at Verse.Pawn.DrawAt (UnityEngine.Vector3,bool) <0x00032>
at Verse.Thing.Draw () <0x00047>
at (wrapper dynamic-method) Verse.ThingWithComps.Draw_Patch1 (object) <0x00022>
at (wrapper dynamic-method) Verse.DynamicDrawManager.DrawDynamicThings_Patch1 (object) <0x001f9>
at Verse.Map.MapUpdate () <0x00135>
at Verse.Game.UpdatePlay () <0x0005c>
at Verse.Root_Play.Update () <0x0004c>
Killface1980 commented 6 years ago

It's weird, as I've temporarily (till properly fixed) deactivated hands and feet for all pawns, the faction shouldn't matter. I'm currently short on time and busy with RL, but I'll get to it sooner or later.