Both should be sufficient to avoid the bandaid bug but this one is more accurate.
if (!Resolve(parent, ref bodyComp, false))
return;
- if (_timing.IsFirstTimePredicted && component.IsVital && !GetBodyChildrenOfType(parent, component.PartType, bodyComp).Any())
+ if (!_timing.ApplyingState && component.IsVital && !GetBodyChildrenOfType(parent, component.PartType, bodyComp).Any())
{
// TODO BODY SYSTEM KILL : remove this when wounding and required parts are implemented properly
var damage = new DamageSpecifier(Prototypes.Index<DamageTypePrototype>("Bloodloss"), 300);