From 4c6549a39c5a8cc439948ad90980d2b9476a5cc7 Mon Sep 17 00:00:00 2001 From: Evil Factory <36804725+evilfactory@users.noreply.github.com> Date: Thu, 24 Feb 2022 19:37:15 -0300 Subject: [PATCH] fix crash when a FriendlyNPC attack another npc --- .../SharedSource/Characters/AI/HumanAIController.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/HumanAIController.cs b/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/HumanAIController.cs index 7438c42bf..7f9bc67a8 100644 --- a/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/HumanAIController.cs +++ b/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/HumanAIController.cs @@ -1309,7 +1309,7 @@ namespace Barotrauma isAttackerFightingEnemy = true; return c.IsSecurity ? AIObjectiveCombat.CombatMode.None : (instigator.CombatAction != null ? instigator.CombatAction.WitnessReaction : AIObjectiveCombat.CombatMode.Retreat); } - if (attacker.TeamID == CharacterTeamType.FriendlyNPC && !(attacker.AIController.IsMentallyUnstable || attacker.AIController.IsMentallyUnstable)) + if (attacker.TeamID == CharacterTeamType.FriendlyNPC && attacker.AIController != null && !(attacker.AIController.IsMentallyUnstable || attacker.AIController.IsMentallyUnstable)) { if (c.IsSecurity) {