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Added temporary fix to prevent loot drops causing a server crash in some (currently unknown) circumstances
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@ -447,6 +447,10 @@ pub fn handle_destroy(server: &mut Server, entity: EcsEntity, last_change: Healt
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let pos = state.ecs().read_storage::<comp::Pos>().get(entity).cloned();
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let vel = state.ecs().read_storage::<comp::Vel>().get(entity).cloned();
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if let Some(pos) = pos {
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// TODO: Figure out how damage contributions of 0% are being awarded - for now
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// just remove them to avoid a crash when creating the WeightedIndex
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let _ = exp_awards.drain_filter(|(_, exp)| *exp < f32::EPSILON);
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let winner_uid = if exp_awards.is_empty() {
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None
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} else {
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