WiP movement prediction.
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using Content.Shared.GameObjects.Components.Movement;
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using Robust.Client.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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#nullable enable
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namespace Content.Client.GameObjects.Components.Movement
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{
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[RegisterComponent]
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[ComponentReference(typeof(IMoverComponent))]
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public class PlayerInputMoverComponent : SharedPlayerInputMoverComponent, IMoverComponent
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{
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public override GridCoordinates LastPosition { get; set; }
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public override float StepSoundDistance { get; set; }
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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if (IoCManager.Resolve<IPlayerManager>().LocalPlayer!.ControlledEntity == Owner)
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{
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base.HandleComponentState(curState, nextState);
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}
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}
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}
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}
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