Fix debug assert when shooting guns (#21070)
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@@ -10,13 +10,13 @@ using Content.Shared.Damage;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Database;
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using Content.Shared.Effects;
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using Content.Shared.FixedPoint;
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using Content.Shared.Interaction.Components;
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using Content.Shared.Projectiles;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Weapons.Ranged;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Weapons.Ranged.Systems;
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using Content.Shared.Weapons.Reflect;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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@@ -26,7 +26,6 @@ using Robust.Shared.Physics.Components;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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using SharedGunSystem = Content.Shared.Weapons.Ranged.Systems.SharedGunSystem;
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namespace Content.Server.Weapons.Ranged.Systems;
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@@ -305,7 +304,7 @@ public sealed partial class GunSystem : SharedGunSystem
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if (user != null)
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{
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var projectile = EnsureComp<ProjectileComponent>(uid);
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Projectiles.SetShooter(projectile, user.Value);
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Projectiles.SetShooter(uid, projectile, user.Value);
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projectile.Weapon = gunUid;
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}
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