Fix restartround crash with the DoAfter system (#1658)
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@@ -50,19 +50,20 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
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base.Shutdown();
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Gui?.Dispose();
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Gui = null;
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_player = null;
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}
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private void HandlePlayerAttached(IEntity? entity)
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{
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_player = entity;
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// Setup the GUI and pass the new data to it if applicable.
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Gui?.Dispose();
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if (entity == null)
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{
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return;
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}
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Gui ??= new DoAfterGui();
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Gui.AttachedEntity = entity;
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@@ -81,24 +82,29 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
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var currentTime = _gameTiming.CurTime;
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if (_player == null || !_player.TryGetComponent(out DoAfterComponent doAfterComponent))
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if (_player?.IsValid() != true)
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{
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return;
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}
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if (!_player.TryGetComponent(out DoAfterComponent doAfterComponent))
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{
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return;
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}
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var doAfters = doAfterComponent.DoAfters.ToList();
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if (doAfters.Count == 0)
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{
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return;
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}
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var userGrid = _player.Transform.GridPosition;
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// Check cancellations / finishes
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foreach (var (id, doAfter) in doAfters)
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{
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var elapsedTime = (currentTime - doAfter.StartTime).TotalSeconds;
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// If we've passed the final time (after the excess to show completion graphic) then remove.
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if (elapsedTime > doAfter.Delay + ExcessTime)
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{
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@@ -106,7 +112,7 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
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doAfterComponent.Remove(doAfter);
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continue;
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}
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// Don't predict cancellation if it's already finished.
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if (elapsedTime > doAfter.Delay)
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{
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@@ -147,4 +153,4 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
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}
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}
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}
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}
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}
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