WiP movement prediction.
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Movement;
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using Robust.Shared.GameObjects;
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#nullable enable
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namespace Content.Client.GameObjects.Components.Mobs
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedStunnableComponent))]
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public class StunnableComponent : SharedStunnableComponent
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{
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private bool _stunned;
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private bool _knockedDown;
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private bool _slowedDown;
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public override bool Stunned => _stunned;
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public override bool KnockedDown => _knockedDown;
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public override bool SlowedDown => _slowedDown;
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (!(curState is StunnableComponentState state))
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{
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return;
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}
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_stunned = state.Stunned;
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_knockedDown = state.KnockedDown;
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_slowedDown = state.SlowedDown;
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WalkModifierOverride = state.WalkModifierOverride;
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RunModifierOverride = state.RunModifierOverride;
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent movement))
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{
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movement.RefreshMovementSpeedModifiers();
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}
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}
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}
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}
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