Fix Stamina Animation Applying State Error #39218
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About the PR
Made the LastJitter vector nullable since when starting the animation, you won't have an initial jitter vector.
Why / Balance
Prevents an error where when checking if you were in the previous quadrant and there wasn't a previous vector (i.e, an entity enters PVS the same tick the animation starts), it would throw an error causing the client to request a full game state.
Technical details
Made a variable nullable and added checks for it.
Media
Requirements
Breaking changes
LastJitter in the StaminaComponent has been made nullable, changed from a Vector2 to a Vector2? You will need to check if the value is null anytime the value is checked.
Changelog