DoAfter can now raise events so you don't need to use async with it (#4253)
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@@ -197,7 +197,7 @@ namespace Content.Server.Strip
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NeedHand = true,
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};
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var result = await doAfterSystem.DoAfter(doAfterArgs);
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var result = await doAfterSystem.WaitDoAfter(doAfterArgs);
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if (result != DoAfterStatus.Finished) return;
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userHands.Drop(item!.Owner, false);
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@@ -264,7 +264,7 @@ namespace Content.Server.Strip
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NeedHand = true,
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};
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var result = await doAfterSystem.DoAfter(doAfterArgs);
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var result = await doAfterSystem.WaitDoAfter(doAfterArgs);
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if (result != DoAfterStatus.Finished) return;
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userHands.Drop(hand);
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@@ -314,7 +314,7 @@ namespace Content.Server.Strip
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BreakOnUserMove = true,
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};
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var result = await doAfterSystem.DoAfter(doAfterArgs);
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var result = await doAfterSystem.WaitDoAfter(doAfterArgs);
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if (result != DoAfterStatus.Finished) return;
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var item = inventory.GetSlotItem(slot);
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@@ -370,7 +370,7 @@ namespace Content.Server.Strip
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BreakOnUserMove = true,
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};
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var result = await doAfterSystem.DoAfter(doAfterArgs);
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var result = await doAfterSystem.WaitDoAfter(doAfterArgs);
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if (result != DoAfterStatus.Finished) return;
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var item = hands.GetItem(hand);
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