The fix was inside us all along.
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@@ -188,7 +188,7 @@ namespace Content.Shared.GameObjects.Components.Movement
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_lastInputSubTick = 0;
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}
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if (_lastInputSubTick >= subTick)
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if (subTick >= _lastInputSubTick)
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{
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var fraction = (subTick - _lastInputSubTick) / (float) ushort.MaxValue;
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