Server clears EntityEventManager before starting a new round, not just when ending it (fixes events breaking during the next round if an item created an event when unloading the previous sub) + some additional error checks
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@@ -511,9 +511,15 @@ namespace Barotrauma
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Submarine.MainSub.GodMode = !Submarine.MainSub.GodMode;
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break;
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case "dumpids":
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int count = commands.Length < 2 ? 10 : int.Parse(commands[1]);
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Entity.DumpIds(count);
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try
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{
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int count = commands.Length < 2 ? 10 : int.Parse(commands[1]);
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Entity.DumpIds(count);
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}
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catch
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{
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return;
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}
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break;
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case "heal":
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if (Character.Controlled != null)
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