Fix bug where ghosts weren't being spawned for players after their attached entity was deleted.
Turns out creating an entity timer for an entity that has been deleted is a bad idea! Who would have thought?
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@@ -17,6 +17,7 @@ using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timers;
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using Robust.Shared.Utility;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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using Robust.Shared.ViewVariables;
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@@ -136,7 +137,8 @@ namespace Content.Server.GameObjects.Components.Mobs
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else
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else
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{
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{
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var spawnPosition = Owner.Transform.Coordinates;
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var spawnPosition = Owner.Transform.Coordinates;
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Owner.SpawnTimer(0, () =>
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// Use a regular timer here because the entity has probably been deleted.
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Timer.Spawn(0, () =>
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{
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{
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// Async this so that we don't throw if the grid we're on is being deleted.
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// Async this so that we don't throw if the grid we're on is being deleted.
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var mapMan = IoCManager.Resolve<IMapManager>();
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var mapMan = IoCManager.Resolve<IMapManager>();
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