Turns out we don't need to spawn a timer to delete ghosts anymore
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@@ -50,7 +50,7 @@ namespace Content.Server.GameObjects.Components.Observer
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if (netChannel == null || netChannel == actor.playerSession.ConnectedClient)
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{
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actor.playerSession.ContentData().Mind.UnVisit();
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Timer.Spawn(100, Owner.Delete);
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Owner.Delete();
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}
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break;
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case PlayerAttachedMsg msg:
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