diff --git a/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/HumanAIController.cs b/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/HumanAIController.cs index e4d777e7f..d01d5de4d 100644 --- a/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/HumanAIController.cs +++ b/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/HumanAIController.cs @@ -1165,7 +1165,7 @@ namespace Barotrauma // The guards don't react when the player attacks instigators. return c.IsSecurity ? AIObjectiveCombat.CombatMode.None : (Character.CombatAction != null ? Character.CombatAction.WitnessReaction : AIObjectiveCombat.CombatMode.Retreat); } - else if (attacker.TeamID == CharacterTeamType.FriendlyNPC && !(attacker.AIController.IsMentallyUnstable || attacker.AIController.IsMentallyUnstable)) + else if (attacker.TeamID == CharacterTeamType.FriendlyNPC && attacker.AIController != null && !(attacker.AIController.IsMentallyUnstable || attacker.AIController.IsMentallyUnstable)) { if (c.IsSecurity) {