Fix mob pulling jank (#7536)
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@@ -57,17 +57,6 @@ namespace Content.Client.Physics.Controllers
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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 (TryComp(player, out SharedPullerComponent? pullerComp))
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{
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if (pullerComp.Pulling is {Valid: true} pulling &&
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HasComp<MobStateComponent>(pulling) &&
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TryComp(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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// Server-side should just be handled on its own so we'll just do this shizznit
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if (TryComp(player, out IMobMoverComponent? mobMover))
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if (TryComp(player, out IMobMoverComponent? mobMover))
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{
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{
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