^ well, that's a bummer here, for several reasons:
1. the teleport script is 100% lua (iow no injection), which basically copies the waypoint coordinates to the player's (entity struct) coordinates. I assume that either CE or the EXE tries to lock those mem_addresses at that (Shift+T) point in time (either for reading and/or writing purposes) and get in conflict. Unfortunately, I lack the experience to judge this correctly...
(i'm also using 'pcall' (= lua's error handler) in that routine, which did/can not pick this up apparently)
2. I did some (limited) testing yesterday (both while in-map & in-game ~ you should not do the lather), and this routine was not accessed...? (no breaks & no 'what accesses...")
bottomline: no idea how to tackle this one. if you can reproduce this, let me know how.
ps: my only concern with the Teleport has always been the "viability of its values" (applies to all my tables btw). To state it plainly: are the coordinate values - in their current state - in that waypoint struct still "usable"? I do some extra checking in that regard, but it is far from perfect. So, yeah, during my testing/gameplay I also have encountered a crash occasionally...
My tip here: do not go wild, and teleport from one location to the next. That will get you crashed for sure, and not necessarily because of this routine. You might have noticed sometimes that the game also needs to catch up with its 'texture rebuilding' (an effect you'll definitely notice in later titles). At some point, one of those routines will have a hickup for sure...
(not saying that is the case here though, but keep that in mind as well when "teleporting along"
)