Fix LaserZap not being removed if HitAnim is not defined
This avoids degrading performance over time as well as an (albeit unlikely) OutOfMemoryException.
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@@ -86,6 +86,8 @@ namespace OpenRA.Mods.Common.Projectiles
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{
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if (hitanim != null)
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hitanim.PlayThen(info.HitAnimSequence, () => animationComplete = true);
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else
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animationComplete = true;
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args.Weapon.Impact(Target.FromPos(target), args.SourceActor, args.DamageModifiers);
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doneDamage = true;
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