The real movement refactor (#9645)
* The real movement refactor * ref events * Jetpack cleanup * a * Vehicles partially working * Balance tweaks * Restore some shitcode * AAAAAAAA * Even more prediction * ECS compstate trying to fix this * yml * vehicles kill me * Don't lock keys * a * Fix problem * Fix sounds * shuttle inputs * Shuttle controls * space brakes * Keybinds * Fix merge * Handle shutdown * Fix keys * Bump friction * fix buckle offset * Fix relay and friction * Fix jetpack turning * contexts amirite
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@@ -44,7 +44,7 @@ namespace Content.Server.Ghost
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SubscribeLocalEvent<GhostComponent, MindRemovedMessage>(OnMindRemovedMessage);
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SubscribeLocalEvent<GhostComponent, MindUnvisitedMessage>(OnMindUnvisitedMessage);
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SubscribeLocalEvent<GhostOnMoveComponent, RelayMoveInputEvent>(OnRelayMoveInput);
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SubscribeLocalEvent<GhostOnMoveComponent, MoveInputEvent>(OnRelayMoveInput);
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SubscribeNetworkEvent<GhostWarpsRequestEvent>(OnGhostWarpsRequest);
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SubscribeNetworkEvent<GhostReturnToBodyRequest>(OnGhostReturnToBodyRequest);
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@@ -77,7 +77,7 @@ namespace Content.Server.Ghost
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args.Handled = true;
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}
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private void OnRelayMoveInput(EntityUid uid, GhostOnMoveComponent component, RelayMoveInputEvent args)
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private void OnRelayMoveInput(EntityUid uid, GhostOnMoveComponent component, ref MoveInputEvent args)
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{
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// Let's not ghost if our mind is visiting...
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if (EntityManager.HasComponent<VisitingMindComponent>(uid)) return;
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