Avoid unnecessary WorldRotation in mover code
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@@ -118,6 +118,7 @@ namespace Content.Shared.Movement
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{
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if (transform.GridID != GridId.Invalid)
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mover.LastGridAngle = transform.Parent!.WorldRotation;
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transform.WorldRotation = physicsComponent.LinearVelocity.GetDir().ToAngle();
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return;
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}
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@@ -128,7 +129,9 @@ namespace Content.Shared.Movement
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// This is relative to the map / grid we're on.
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var total = walkDir * mover.CurrentWalkSpeed + sprintDir * mover.CurrentSprintSpeed;
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var worldTotal = _relativeMovement ? transform.Parent!.WorldRotation.RotateVec(total) : total;
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var parentRotation = transform.Parent!.WorldRotation;
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var worldTotal = _relativeMovement ? parentRotation.RotateVec(total) : total;
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DebugTools.Assert(MathHelper.CloseToPercent(total.Length, worldTotal.Length));
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@@ -138,7 +141,7 @@ namespace Content.Shared.Movement
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if (transform.GridID == GridId.Invalid)
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worldTotal = mover.LastGridAngle.RotateVec(worldTotal);
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else
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mover.LastGridAngle = transform.Parent!.WorldRotation;
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mover.LastGridAngle = parentRotation;
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if (worldTotal != Vector2.Zero)
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{
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