diff --git a/Content.Shared/DoAfter/SharedDoAfterSystem.cs b/Content.Shared/DoAfter/SharedDoAfterSystem.cs index 9e81c91550f..3b0ba58f55a 100644 --- a/Content.Shared/DoAfter/SharedDoAfterSystem.cs +++ b/Content.Shared/DoAfter/SharedDoAfterSystem.cs @@ -65,7 +65,8 @@ private void OnDamage(EntityUid uid, DoAfterComponent component, DamageChangedEv { // If we're applying state then let the server state handle the do_after prediction. // This is to avoid scenarios where a do_after is erroneously cancelled on the final tick. - if (!args.InterruptsDoAfters || !args.DamageIncreased || args.DamageDelta == null || GameTiming.ApplyingState) + if (!args.InterruptsDoAfters || !args.DamageIncreased || args.DamageDelta == null || GameTiming.ApplyingState + || args.DamageDelta.DamageDict.ContainsKey("Radiation")) //Sanity check so people can crowbar doors open to flee from Lord Singuloth return; var delta = args.DamageDelta.GetTotal();