Put base movement in control of MovementSpeedModifierComponent.
PlayerInputMoverComponent was unsuitable because it gets added/removed dynamically and is specific to players (AIs don't use it).
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@@ -1,14 +1,20 @@
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Movement
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{
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[RegisterComponent]
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public class MovementSpeedModifierComponent : Component
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{
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public const float DefaultBaseWalkSpeed = 4.0f;
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public const float DefaultBaseSprintSpeed = 7.0f;
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public override string Name => "MovementSpeedModifier";
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private float _cachedWalkSpeedModifier = 1.0f;
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[ViewVariables]
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public float WalkSpeedModifier
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{
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get
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@@ -18,6 +24,7 @@ namespace Content.Server.GameObjects.Components.Movement
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}
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}
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private float _cachedSprintSpeedModifier;
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[ViewVariables]
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public float SprintSpeedModifier
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{
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get
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@@ -27,6 +34,16 @@ namespace Content.Server.GameObjects.Components.Movement
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}
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public float BaseWalkSpeed { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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public float BaseSprintSpeed { get; set; }
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[ViewVariables]
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public float CurrentWalkSpeed => WalkSpeedModifier * BaseWalkSpeed;
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[ViewVariables]
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public float CurrentSprintSpeed => SprintSpeedModifier * BaseSprintSpeed;
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/// <summary>
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/// set to warn us that a component's movespeed modifier has changed
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/// </summary>
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@@ -37,6 +54,14 @@ namespace Content.Server.GameObjects.Components.Movement
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_movespeedModifiersNeedRefresh = true;
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, p => p.BaseWalkSpeed, "baseWalkSpeed", 4);
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serializer.DataField(this, p => p.BaseSprintSpeed, "baseSprintSpeed", 7);
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}
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/// <summary>
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/// Recalculate movement speed with current modifiers, or return early if no change
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/// </summary>
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