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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@@ -115,7 +115,11 @@ namespace Content.Server.Chemistry.ReagentEffects
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var scale = ScaleByQuantity ? args.Quantity : FixedPoint2.New(1);
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scale *= args.Scale;
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args.EntityManager.System<DamageableSystem>().TryChangeDamage(args.SolutionEntity, Damage * scale, IgnoreResistances);
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args.EntityManager.System<DamageableSystem>().TryChangeDamage(
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args.SolutionEntity,
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Damage * scale,
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IgnoreResistances,
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interruptsDoAfters: false);
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}
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}
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}
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