private void SpellMissile_OnDelete(GameObject obj, EventArgs args)
{
MissileClient missile;
if (!obj.IsMissileClient(out missile))
return;
foreach (var spell in Spells.Values.ToList().Where(
s => (s.SpellObject != null && s.SpellObject.NetworkId == missile.NetworkId))) //isAlive
{
Core.DelayAction(() => DeleteSpell(spell.SpellId), 1);
}
}