Fix AfterInteract not being awaited correctly in InteractionSystem
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@@ -401,7 +401,7 @@ namespace Content.Server.GameObjects.EntitySystems.Click
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/// <summary>
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/// We didn't click on any entity, try doing an AfterInteract on the click location
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/// </summary>
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private void InteractAfter(IEntity user, IEntity weapon, EntityCoordinates clickLocation, bool canReach)
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private async void InteractAfter(IEntity user, IEntity weapon, EntityCoordinates clickLocation, bool canReach)
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{
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var message = new AfterInteractMessage(user, weapon, null, clickLocation, canReach);
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RaiseLocalEvent(message);
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@@ -415,7 +415,7 @@ namespace Content.Server.GameObjects.EntitySystems.Click
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foreach (var afterInteract in afterInteracts)
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{
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afterInteract.AfterInteract(afterInteractEventArgs);
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await afterInteract.AfterInteract(afterInteractEventArgs);
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}
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}
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@@ -804,7 +804,7 @@ namespace Content.Server.GameObjects.EntitySystems.Click
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/// Will have two behaviors, either "uses" the weapon at range on the entity if it is capable of accepting that action
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/// Or it will use the weapon itself on the position clicked, regardless of what was there
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/// </summary>
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public void RangedInteraction(IEntity user, IEntity weapon, IEntity attacked, EntityCoordinates clickLocation)
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public async void RangedInteraction(IEntity user, IEntity weapon, IEntity attacked, EntityCoordinates clickLocation)
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{
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var rangedMsg = new RangedInteractMessage(user, weapon, attacked, clickLocation);
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RaiseLocalEvent(rangedMsg);
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@@ -841,7 +841,7 @@ namespace Content.Server.GameObjects.EntitySystems.Click
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//See if we have a ranged attack interaction
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foreach (var afterAttack in afterAttacks)
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{
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afterAttack.AfterInteract(afterAttackEventArgs);
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await afterAttack.AfterInteract(afterAttackEventArgs);
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}
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}
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