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