Makes a few deletes queued. (#4015)
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@@ -120,7 +120,7 @@ namespace Content.Server.GameObjects.Components.Body
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}
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}
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}
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}
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Owner.Delete();
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Owner.QueueDelete();
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}
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}
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}
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}
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}
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}
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@@ -125,7 +125,7 @@ namespace Content.Server.GameObjects.Components.Chemistry
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// Check for collision with a impassable object (e.g. wall) and stop
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// Check for collision with a impassable object (e.g. wall) and stop
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if ((otherFixture.CollisionLayer & (int) CollisionGroup.Impassable) != 0 && otherFixture.Hard)
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if ((otherFixture.CollisionLayer & (int) CollisionGroup.Impassable) != 0 && otherFixture.Hard)
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{
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{
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Owner.Delete();
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Owner.QueueDelete();
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}
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}
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}
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}
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}
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}
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@@ -34,7 +34,7 @@ namespace Content.Server.GameObjects.Components.Explosion
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{
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{
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Exploding = true;
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Exploding = true;
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Owner.SpawnExplosion(DevastationRange, HeavyImpactRange, LightImpactRange, FlashRange);
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Owner.SpawnExplosion(DevastationRange, HeavyImpactRange, LightImpactRange, FlashRange);
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Owner.Delete();
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Owner.QueueDelete();
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return true;
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return true;
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}
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}
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}
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}
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@@ -32,7 +32,7 @@ namespace Content.Server.GameObjects.Components.PA
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_ => 0
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_ => 0
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};
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};
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singularityComponent.Energy += 10 * multiplier;
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singularityComponent.Energy += 10 * multiplier;
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Owner.Delete();
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Owner.QueueDelete();
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}
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}
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else if (otherFixture.Body.Owner.TryGetComponent<SingularityGeneratorComponent>(out var singularityGeneratorComponent))
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else if (otherFixture.Body.Owner.TryGetComponent<SingularityGeneratorComponent>(out var singularityGeneratorComponent))
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{
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{
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@@ -95,7 +95,7 @@ namespace Content.Server.GameObjects.Components.Projectiles
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}
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}
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if(DeleteOnCollide)
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if(DeleteOnCollide)
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Owner.Delete();
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Owner.QueueDelete();
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}
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}
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public override ComponentState GetComponentState(ICommonSession player)
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public override ComponentState GetComponentState(ICommonSession player)
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@@ -16,7 +16,7 @@ namespace Content.Server.GameObjects.Components.Singularity
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{
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{
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if (Parent == null)
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if (Parent == null)
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{
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{
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Owner.Delete();
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Owner.QueueDelete();
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return;
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return;
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}
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}
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@@ -144,7 +144,7 @@ namespace Content.Server.GameObjects.Components.Singularity
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if (otherEntity.IsInContainer())
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if (otherEntity.IsInContainer())
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return;
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return;
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otherEntity.Delete();
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otherEntity.QueueDelete();
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Energy++;
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Energy++;
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}
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}
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