CookIngredient method did not check against last player, therefore whatever player entered it, it would default to applying the values to that pot's registered player. Now fixed to just not allow to cook if player is wrong. This means the list of "held" objects are kept on the player properly.
Issue fix script : PotCooking.cs
CookIngredient method did not check against last player, therefore whatever player entered it, it would default to applying the values to that pot's registered player. Now fixed to just not allow to cook if player is wrong. This means the list of "held" objects are kept on the player properly.