Project Zomboid

Project Zomboid

[B42/B41] Bandits NPC (v2)
Zombie death animations not playing for player 2 in local split-screen
When playing in local split-screen mode the zombie death animations play when player 1 kills a zombie, but not when player 2 does the same; the zombie instantly turns into a corpse. This is especially noticeable when playing with the new ragdolls, since the player expects the zombie to ragdoll to the ground.

At first I suspected it had something to do with the new ragdoll animations, but after disabling them and testing split-screen with only Bandits mod enabled, the issue persisted. Every time player 2 kills a zombie, the debug log spits out the following:
[28-05-25 13:53:19.639] DEBUG: Combat f:29129, t:1748429599639> CombatManager.attackCollisionCheck > Zombie got hit in Head with a Base.LongMace for 0.61049265 out of 0.61049265 after totalDef of 0.0% was applied. [28-05-25 13:53:19.641] LOG : General f:29129, t:1748429599641> Error, container already has id. [28-05-25 13:53:19.641] LOG : General f:29129, t:1748429599641> Error, container already has id. [28-05-25 13:53:19.641] LOG : General f:29129, t:1748429599641> Error, container already has id. [28-05-25 13:53:19.641] LOG : General f:29129, t:1748429599641> Error, container already has id. [28-05-25 13:53:19.641] LOG : General f:29129, t:1748429599641> Error, container already has id. [28-05-25 13:53:19.641] LOG : General f:29129, t:1748429599641> Error, container already has id. [28-05-25 13:53:19.641] LOG : General f:29129, t:1748429599641> Error, container already has id. [28-05-25 13:53:19.641] DEBUG: Combat f:29129, t:1748429599641> IsoZombie.hitConsequences > Zombie #-1 got hit for 5.623521. [28-05-25 13:53:19.646] LOG : General f:29129, t:1748429599646> ItemPickInfo -> cannot get ID for container: inventoryfemale.

I've only tested with melee combat so far. Considering that while ragdolls for melee combat can be enabled through modding for now, but they will be officially implemented at some point which warrants fixing this pre-emptively.