Fix conveyors changing speed depending on the tick rate (#2424)
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@@ -155,7 +155,7 @@ namespace Content.Server.GameObjects.Components.Conveyor
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if (entity.TryGetComponent(out IPhysicsComponent? physics))
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if (entity.TryGetComponent(out IPhysicsComponent? physics))
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{
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{
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var controller = physics.EnsureController<ConveyedController>();
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var controller = physics.EnsureController<ConveyedController>();
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controller.Move(direction, _speed * frameTime);
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controller.Move(direction, _speed);
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}
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}
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}
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}
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}
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}
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@@ -1,8 +1,6 @@
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#nullable enable
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#nullable enable
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.Components.Movement;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.Interfaces.Physics;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics;
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@@ -24,7 +22,7 @@ namespace Content.Shared.Physics
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return;
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return;
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}
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}
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LinearVelocity = velocityDirection * speed * 100;
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LinearVelocity = velocityDirection * speed;
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}
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}
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public override void UpdateAfterProcessing()
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public override void UpdateAfterProcessing()
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