Fix mob pulling jank (#7536)
This commit is contained in:
@@ -57,17 +57,6 @@ namespace Content.Client.Physics.Controllers
|
||||
}
|
||||
}
|
||||
|
||||
// If we're pulling a mob then make sure that isn't predicted so it doesn't fuck our velocity up.
|
||||
if (TryComp(player, out SharedPullerComponent? pullerComp))
|
||||
{
|
||||
if (pullerComp.Pulling is {Valid: true} pulling &&
|
||||
HasComp<MobStateComponent>(pulling) &&
|
||||
TryComp(pulling, out PhysicsComponent? pullingBody))
|
||||
{
|
||||
pullingBody.Predict = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Server-side should just be handled on its own so we'll just do this shizznit
|
||||
if (TryComp(player, out IMobMoverComponent? mobMover))
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user