Workaround to null reference exceptions in Character.WriteStatus: it seems AnimController can be null when reading the message, which suggests that the character has been removed (e.g. turned to a husk, eaten by something).
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@@ -21,11 +21,18 @@ namespace Barotrauma
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{
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get
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{
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return enabled;
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return enabled && !Removed;
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}
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set
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{
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if (value == enabled) return;
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if (Removed)
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{
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enabled = false;
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return;
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}
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enabled = value;
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foreach (Limb limb in AnimController.Limbs)
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@@ -980,7 +987,7 @@ namespace Barotrauma
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public bool CanInteractWith(Character c, float maxDist = 200.0f)
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{
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if (c == this || !c.enabled || c.info == null || !c.IsHumanoid || !c.CanBeSelected) return false;
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if (c == this || !c.Enabled || c.info == null || !c.IsHumanoid || !c.CanBeSelected) return false;
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maxDist = ConvertUnits.ToSimUnits(maxDist);
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if (Vector2.DistanceSquared(SimPosition, c.SimPosition) > maxDist * maxDist) return false;
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@@ -474,18 +474,27 @@ namespace Barotrauma
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if (isDead)
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{
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msg.Write((byte)causeOfDeath);
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List<int> severedJointIndices = new List<int>();
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for (int i = 0; i < AnimController.LimbJoints.Length; i++)
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if (AnimController?.LimbJoints == null)
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{
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if (AnimController.LimbJoints[i] != null && AnimController.LimbJoints[i].IsSevered)
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{
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severedJointIndices.Add(i);
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}
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//0 limbs severed
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msg.Write((byte)0);
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}
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msg.Write((byte)severedJointIndices.Count);
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foreach (int jointIndex in severedJointIndices)
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else
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{
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msg.Write((byte)jointIndex);
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List<int> severedJointIndices = new List<int>();
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for (int i = 0; i < AnimController.LimbJoints.Length; i++)
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{
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if (AnimController.LimbJoints[i] != null && AnimController.LimbJoints[i].IsSevered)
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{
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severedJointIndices.Add(i);
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}
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}
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msg.Write((byte)severedJointIndices.Count);
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foreach (int jointIndex in severedJointIndices)
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{
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msg.Write((byte)jointIndex);
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}
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}
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}
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else
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