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pd2_betterjokers's Issues

Jokers aren't responsive with many cops on the map

If many cops are on the map, the jokers run into the global task limit and stop being as snappy. They take long to follow you or to start holding position.

I'm currently working on implementing FSS-like functionality for at least the Jokers. Later on this will be expanded for all cops.

Better Jokers/Project DEADLOCKE Convert Crash

Game will CTD when trying to convert a Joker.

Crash date: 9/20/2020 10:19:27 AM

PAYDAY 2 Crash log
Application has crashed: C++ exception
mods/BetterJokers/lua/groupaistatebase.lua:15: attempt to index field '_unit' (a nil value)
SCRIPT STACK
Run() @mods/base/req/core/Hooks.lua:268
convert_hostage_to_criminal() @mods/PocoHud3/poco/../poco/Hud3.lua:2456
_IntimitateInteractionExt_interact() lib/units/interactions/interactionext.lua:1734
interact() @mods/DEADLOCKE/Lua/DEADLOCKE_interactionext.lua:92
end_action_interact() lib/managers/objectinteractionmanager.lua:86
_end_action_interact() lib/units/beings/player/states/playerstandard.lua:2420
_update_interaction_timers() lib/units/beings/player/states/playerstandard.lua:2464
_update_check_actions() lib/units/beings/player/states/playerstandard.lua:871
original() lib/units/beings/player/states/playerstandard.lua:435
original() @mods/base/req/core/Hooks.lua:188
_PlayerStandard_update() @mods/base/req/core/Hooks.lua:265
update_original() @mods/DEADLOCKE/Lua/DEADLOCKE_playerstandard.lua:29
update() @mods/IRE AND FIST REBORN/lua/BurstFire.lua:350
original() lib/units/beings/player/playermovement.lua:271
@mods/base/req/core/Hooks.lua:265

Callstack:
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) zip_get_name
ntdll (???) RtlAllocateHeap

Current thread: Main

System information:
Application version : 1.96.909
CPU : Intel(R) Core(TM) i7-7700 CPU @ 3.60GHz (2 cores); SSE; SSE2; SSE3; SSSE3; SSE4.1; SSE4.2
DirectX : 12.0
GPU : NVIDIA GeForce GTX 1080 / nvldumd.dll[27.21.14.5206]
Language : english
Memory : 16342MB 536KB
OS : 6.2.9200 () 0x300-0x1 (64 bits)
Physics : threaded
Renderer : DX9 threaded
Sound : Realtek Semiconductor Corp. (Speakers (Realtek(R) Audio))

U200 infamy icons corrupted waypoint sprites

I believe u200's new infamy card icons resulted in the sprites used by your custom waypoint solution looking corrupted.

MUI's player name icons and TdlQ's own waypoints also had this issue until updating for it, which leads me to believe the same issue is happening here.

The function of the waypoints with regards to ordering jokers still functions as intended so it's just a visual issue.

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