DoAfter can now raise events so you don't need to use async with it (#4253)
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@@ -157,7 +157,7 @@ namespace Content.Server.Climbing.Components
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BreakOnStun = true
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};
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var result = await EntitySystem.Get<DoAfterSystem>().DoAfter(doAfterEventArgs);
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var result = await EntitySystem.Get<DoAfterSystem>().WaitDoAfter(doAfterEventArgs);
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if (result != DoAfterStatus.Cancelled && entityToMove.TryGetComponent(out PhysicsComponent? body) && body.Fixtures.Count >= 1)
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{
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@@ -204,7 +204,7 @@ namespace Content.Server.Climbing.Components
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BreakOnStun = true
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};
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var result = await EntitySystem.Get<DoAfterSystem>().DoAfter(doAfterEventArgs);
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var result = await EntitySystem.Get<DoAfterSystem>().WaitDoAfter(doAfterEventArgs);
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if (result != DoAfterStatus.Cancelled && user.TryGetComponent(out PhysicsComponent? body) && body.Fixtures.Count >= 1)
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{
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