To reproduce:
- Create a new world through the Freeplay scenario (to use the crash site cutscene)
- While watching the cutscene, run the following command:
Code: Select all
/c game.player.print(game.player.cutscene_character.opened)
- The game crashes (not a Lua error)
Code: Select all
-- save the character entity
/c character = game.player.character
-- start a 7 second cutscene
/c game.player.set_controller{type=defines.controllers.cutscene, waypoints={{position={0,-10},transition_time=300,time_to_wait=120}}}
-- access the character's opened field (using game.print so parses as valid Lua)
/c game.print(character.opened)
The crash log is attached; at first glance it appears to be a null pointer dereference in GameStateAdapter::getGuiTarget.