Put base movement in control of MovementSpeedModifierComponent.
PlayerInputMoverComponent was unsuitable because it gets added/removed dynamically and is specific to players (AIs don't use it).
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@@ -56,18 +56,6 @@ namespace Content.Server.GameObjects.Components.Movement
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serializer.DataField(ref _visionRadius, "vision", 8.0f);
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}
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/// <summary>
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/// Movement speed (m/s) that the entity walks, before modifiers
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float BaseWalkSpeed { get; set; } = PlayerInputMoverComponent.DefaultBaseWalkSpeed;
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/// <summary>
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/// Movement speed (m/s) that the entity sprints, before modifiers
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float BaseSprintSpeed { get; set; } = PlayerInputMoverComponent.DefaultBaseSprintSpeed;
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/// <summary>
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/// Movement speed (m/s) that the entity walks, after modifiers
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/// </summary>
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@@ -76,14 +64,15 @@ namespace Content.Server.GameObjects.Components.Movement
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{
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get
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{
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float speed = BaseWalkSpeed;
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if (Owner.TryGetComponent<MovementSpeedModifierComponent>(out MovementSpeedModifierComponent component))
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent component))
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{
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speed *= component.WalkSpeedModifier;
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return component.CurrentWalkSpeed;
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}
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return speed;
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return MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
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}
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}
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/// <summary>
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/// Movement speed (m/s) that the entity walks, after modifiers
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/// </summary>
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@@ -92,12 +81,12 @@ namespace Content.Server.GameObjects.Components.Movement
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{
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get
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{
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float speed = BaseSprintSpeed;
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if (Owner.TryGetComponent<MovementSpeedModifierComponent>(out MovementSpeedModifierComponent component))
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent component))
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{
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speed *= component.SprintSpeedModifier;
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return component.CurrentSprintSpeed;
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}
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return speed;
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return MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
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}
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}
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