Added check for removed AITarget to EnemyAIController.UpdateEscape
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@@ -274,6 +274,12 @@ namespace Barotrauma
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private void UpdateEscape(float deltaTime)
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private void UpdateEscape(float deltaTime)
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{
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{
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if (selectedAiTarget == null || selectedAiTarget.Entity == null || selectedAiTarget.Entity.Removed)
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{
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state = AIState.None;
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return;
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}
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SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(SimPosition - selectedAiTarget.SimPosition) * 5);
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SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(SimPosition - selectedAiTarget.SimPosition) * 5);
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SteeringManager.SteeringWander(1.0f);
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SteeringManager.SteeringWander(1.0f);
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SteeringManager.SteeringAvoid(deltaTime, 2f);
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SteeringManager.SteeringAvoid(deltaTime, 2f);
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