Fix DoAfter flicker (#3643)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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@@ -2,6 +2,8 @@ using System;
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using System.Collections.Generic;
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using Content.Client.GameObjects.EntitySystems.DoAfter;
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using Content.Shared.GameObjects.Components;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Network;
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@@ -53,7 +55,7 @@ namespace Content.Client.GameObjects.Components
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if (Gui?.Disposed == false)
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return;
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Gui = new DoAfterGui {AttachedEntity = Owner, FirstDraw = true};
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Gui = new DoAfterGui {AttachedEntity = Owner};
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foreach (var (_, doAfter) in _doAfters)
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{
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