Makes more things queue delete to prevent physics collision callback issues.
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@@ -25,7 +25,7 @@ namespace Content.Server.GameObjects.Components.Botany
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plank.RandomOffset(0.25f);
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}
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Owner.Delete();
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Owner.QueueDelete();
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return true;
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}
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@@ -655,7 +655,7 @@ namespace Content.Server.GameObjects.Components.Botany
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if (seeds.Seed == null)
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{
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user.PopupMessageCursor(Loc.GetString("The packet seems to be empty. You throw it away."));
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usingItem.Delete();
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usingItem.QueueDelete();
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return false;
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}
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@@ -667,7 +667,7 @@ namespace Content.Server.GameObjects.Components.Botany
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Health = Seed.Endurance;
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_lastCycle = _gameTiming.CurTime;
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usingItem.Delete();
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usingItem.QueueDelete();
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CheckLevelSanity();
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UpdateSprite();
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@@ -799,7 +799,7 @@ namespace Content.Server.GameObjects.Components.Botany
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ForceUpdateByExternalCause();
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}
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usingItem.Delete();
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usingItem.QueueDelete();
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return true;
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}
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@@ -32,7 +32,7 @@ namespace Content.Server.GameObjects.Components.Botany
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{
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eventArgs.User.PopupMessageCursor(Loc.GetString("You extract some seeds from the {0}.", eventArgs.Using.Name));
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eventArgs.Using.Delete();
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eventArgs.Using.QueueDelete();
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var random = _random.Next(_minSeeds, _maxSeeds);
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