Movement systems warning cleanup (#36161)
* Movement systems warning cleanup * Revert unnecessary change * Reverting variable removal and changing entity query * Reverting VV removals * LocalEntity does in fact exist
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@@ -1,8 +1,6 @@
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using System.Numerics;
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using Content.Client.Movement.Components;
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using Content.Shared.Camera;
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using Content.Shared.Inventory;
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using Content.Shared.Movement.Systems;
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using Robust.Client.Graphics;
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using Robust.Client.Input;
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using Robust.Shared.Map;
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@@ -16,8 +14,6 @@ public sealed partial class EyeCursorOffsetSystem : EntitySystem
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[Dependency] private readonly IInputManager _inputManager = default!;
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly SharedContentEyeSystem _contentEye = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IClyde _clyde = default!;
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// This value is here to make sure the user doesn't have to move their mouse
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@@ -42,7 +38,7 @@ public sealed partial class EyeCursorOffsetSystem : EntitySystem
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public Vector2? OffsetAfterMouse(EntityUid uid, EyeCursorOffsetComponent? component)
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{
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var localPlayer = _player.LocalPlayer?.ControlledEntity;
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var localPlayer = _player.LocalEntity;
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var mousePos = _inputManager.MouseScreenPosition;
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var screenSize = _clyde.MainWindow.Size;
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var minValue = MathF.Min(screenSize.X / 2, screenSize.Y / 2) * _edgeOffset;
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