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@@ -19,8 +19,8 @@ namespace Content.Client.Physics.Controllers
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var player = _playerManager.LocalPlayer?.ControlledEntity;
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if (player == null ||
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!IoCManager.Resolve<IEntityManager>().TryGetComponent(player.Uid, out IMoverComponent? mover) ||
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!IoCManager.Resolve<IEntityManager>().TryGetComponent(player.Uid, out PhysicsComponent? body)) return;
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!IoCManager.Resolve<IEntityManager>().TryGetComponent(player, out IMoverComponent? mover) ||
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!IoCManager.Resolve<IEntityManager>().TryGetComponent(player, out PhysicsComponent? body)) return;
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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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@@ -30,7 +30,7 @@ namespace Content.Client.Physics.Controllers
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// We set joints to predicted given these can affect how our mob moves.
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// I would only recommend disabling this if you make pulling not use joints anymore (someday maybe?)
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(player.Uid, out JointComponent? jointComponent))
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(player, out JointComponent? jointComponent))
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{
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foreach (var joint in jointComponent.GetJoints)
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{
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@@ -40,10 +40,10 @@ namespace Content.Client.Physics.Controllers
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}
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// If we're being pulled then we won't predict anything and will receive server lerps so it looks way smoother.
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(player.Uid, out SharedPullableComponent? pullableComp))
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(player, out SharedPullableComponent? pullableComp))
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{
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var puller = pullableComp.Puller;
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if (puller != null && IoCManager.Resolve<IEntityManager>().TryGetComponent<PhysicsComponent?>(puller.Uid, out var pullerBody))
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if (puller != null && IoCManager.Resolve<IEntityManager>().TryGetComponent<PhysicsComponent?>(puller, out var pullerBody))
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{
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pullerBody.Predict = false;
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body.Predict = false;
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@@ -51,20 +51,20 @@ namespace Content.Client.Physics.Controllers
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}
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// If we're pulling a mob then make sure that isn't predicted so it doesn't fuck our velocity up.
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(player.Uid, out SharedPullerComponent? pullerComp))
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(player, out SharedPullerComponent? pullerComp))
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{
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var pulling = pullerComp.Pulling;
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if (pulling != null &&
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IoCManager.Resolve<IEntityManager>().HasComponent<MobStateComponent>(pulling.Uid) &&
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IoCManager.Resolve<IEntityManager>().TryGetComponent(pulling.Uid, out PhysicsComponent? pullingBody))
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IoCManager.Resolve<IEntityManager>().HasComponent<MobStateComponent>(pulling) &&
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IoCManager.Resolve<IEntityManager>().TryGetComponent(pulling, out PhysicsComponent? pullingBody))
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{
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pullingBody.Predict = false;
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}
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}
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// Server-side should just be handled on its own so we'll just do this shizznit
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(player.Uid, out IMobMoverComponent? mobMover))
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(player, out IMobMoverComponent? mobMover))
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{
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HandleMobMovement(mover, body, mobMover);
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return;
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