Revert "Multi-threaded mob movement" (#12809)
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@@ -1,14 +1,11 @@
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using Content.Shared.Inventory;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Pulling.Components;
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using Robust.Client.GameObjects;
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using Robust.Client.Player;
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using Robust.Shared.Containers;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Client.Physics.Controllers
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{
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@@ -137,30 +134,8 @@ namespace Content.Client.Physics.Controllers
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}
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}
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var mobQuery = GetEntityQuery<MobMoverComponent>();
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var inventoryQuery = GetEntityQuery<InventoryComponent>();
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var containerQuery = GetEntityQuery<ContainerManagerComponent>();
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var footQuery = GetEntityQuery<FootstepModifierComponent>();
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DebugTools.Assert(!UsedMobMovement.ContainsKey(mover.Owner));
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// Server-side should just be handled on its own so we'll just do this shizznit
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HandleMobMovement(mover, body, xformMover, frameTime, xformQuery, mobQuery, inventoryQuery, containerQuery, footQuery, out var dirtyMover, out var linearVelocity, out var sound, out var audio);
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MetaDataComponent? metadata = null;
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if (dirtyMover)
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{
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Dirty(mover, metadata);
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}
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if (linearVelocity != null)
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{
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PhysicsSystem.SetLinearVelocity(body, linearVelocity.Value, false);
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PhysicsSystem.SetAngularVelocity(body, 0f, false);
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Dirty(body, metadata);
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}
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Audio.PlayPredicted(sound, mover.Owner, mover.Owner, audio);
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HandleMobMovement(mover, body, xformMover, frameTime, xformQuery);
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}
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protected override bool CanSound()
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