Fix restartround crash with the DoAfter system (#1658)
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@@ -124,7 +124,7 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
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{
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{
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base.FrameUpdate(args);
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base.FrameUpdate(args);
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if (AttachedEntity == null || !AttachedEntity.TryGetComponent(out DoAfterComponent doAfterComponent))
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if (AttachedEntity?.IsValid() != true || !AttachedEntity.TryGetComponent(out DoAfterComponent doAfterComponent))
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{
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{
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return;
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return;
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}
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}
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@@ -50,6 +50,7 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
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base.Shutdown();
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base.Shutdown();
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Gui?.Dispose();
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Gui?.Dispose();
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Gui = null;
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Gui = null;
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_player = null;
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}
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}
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private void HandlePlayerAttached(IEntity? entity)
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private void HandlePlayerAttached(IEntity? entity)
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@@ -81,7 +82,12 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
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var currentTime = _gameTiming.CurTime;
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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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{
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return;
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return;
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}
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}
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