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OldThink/Content.Client/GameObjects/EntitySystems/MoverSystem.cs

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#nullable enable
using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.EntitySystems;
using JetBrains.Annotations;
using Robust.Client.Physics;
using Robust.Client.Player;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.IoC;
namespace Content.Client.GameObjects.EntitySystems
{
[UsedImplicitly]
public class MoverSystem : SharedMoverSystem
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
public override void Initialize()
{
base.Initialize();
UpdatesBefore.Add(typeof(PhysicsSystem));
}
public override void FrameUpdate(float frameTime)
{
var playerEnt = _playerManager.LocalPlayer?.ControlledEntity;
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if (playerEnt == null || !playerEnt.TryGetComponent(out IMoverComponent? mover))
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{
return;
}
var collidable = playerEnt.GetComponent<ICollidableComponent>();
collidable.Predict = true;
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UpdateKinematics(playerEnt.Transform, mover, collidable);
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}
public override void Update(float frameTime)
{
FrameUpdate(frameTime);
}
}
}