EntityEvents are written and sent even if the entity has been removed at the time of writing. Otherwise the clients may not receive some important events, e.g. when an item applies a statuseffect to something or triggers an explosion and is removed immediately afterwards. I'm not 100% confident that this won't cause any additional issues, so it still needs more testing. See #839
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@@ -387,7 +387,7 @@ namespace Barotrauma
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{
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fireSources.Add(fireSource);
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if (GameMain.Server != null) GameMain.Server.CreateEntityEvent(this);
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if (GameMain.Server != null && !IdFreed) GameMain.Server.CreateEntityEvent(this);
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}
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public override void Update(float deltaTime, Camera cam)
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