Make some damage sources not cancel do afters (#24635)
- poison chemicals (HealthChange effect) - being on fire - guardians transferring damage to owner
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@@ -402,7 +402,7 @@ namespace Content.Server.Atmos.EntitySystems
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if (TryComp(uid, out TemperatureComponent? temp))
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_temperatureSystem.ChangeHeat(uid, 12500 * damageScale, false, temp);
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_damageableSystem.TryChangeDamage(uid, flammable.Damage * damageScale);
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_damageableSystem.TryChangeDamage(uid, flammable.Damage * damageScale, interruptsDoAfters: false);
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AdjustFireStacks(uid, flammable.FirestackFade * (flammable.Resisting ? 10f : 1f), flammable);
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}
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