Move Eye Lerping to content and fix/improve it a bunch. (#5900)
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@@ -5,6 +5,7 @@ using Content.Shared.Pulling.Components;
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using Robust.Client.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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namespace Content.Client.Physics.Controllers
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@@ -19,11 +20,15 @@ namespace Content.Client.Physics.Controllers
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if (_playerManager.LocalPlayer?.ControlledEntity is not {Valid: true} player ||
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!EntityManager.TryGetComponent(player, out IMoverComponent? mover) ||
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!EntityManager.TryGetComponent(player, out PhysicsComponent? body))
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!EntityManager.TryGetComponent(player, out PhysicsComponent? body) ||
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!EntityManager.TryGetComponent(player, out TransformComponent? xform))
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{
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return;
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}
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if (xform.GridID != GridId.Invalid)
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mover.LastGridAngle = GetParentGridAngle(xform, mover);
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// Essentially we only want to set our mob to predicted so every other entity we just interpolate
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// (i.e. only see what the server has sent us).
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// The exception to this is joints.
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