Set outside prediction flags on system/inputs to work without prediction.
This needs to be gone through more thoroughly but it works somewhat.
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@@ -11,6 +11,12 @@ namespace Content.Shared.Actions
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private const float CooldownCheckIntervalSeconds = 10;
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private float _timeSinceCooldownCheck;
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public override void Initialize()
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{
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base.Initialize();
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UpdatesOutsidePrediction = true;
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}
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public override void Update(float frameTime)
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{
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@@ -23,6 +23,8 @@ namespace Content.Shared.Chemistry
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{
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base.Initialize();
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UpdatesOutsidePrediction = true;
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SubscribeLocalEvent<MovespeedModifierMetabolismComponent, ComponentHandleState>(OnMovespeedHandleState);
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SubscribeLocalEvent<MovespeedModifierMetabolismComponent, ComponentStartup>(AddComponent);
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SubscribeLocalEvent<MovespeedModifierMetabolismComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovespeed);
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@@ -25,6 +25,7 @@ namespace Content.Shared.Movement.EntitySystems
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public override void Initialize()
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{
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base.Initialize();
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UpdatesOutsidePrediction = true;
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SubscribeLocalEvent<MovementSpeedModifierComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<MovementSpeedModifierComponent, ComponentHandleState>(OnHandleState);
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}
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@@ -56,6 +56,8 @@ namespace Content.Shared.Pulling
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{
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base.Initialize();
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UpdatesOutsidePrediction = true;
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SubscribeLocalEvent<RoundRestartCleanupEvent>(Reset);
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SubscribeLocalEvent<PullStartedMessage>(OnPullStarted);
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SubscribeLocalEvent<PullStoppedMessage>(OnPullStopped);
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@@ -26,6 +26,9 @@ namespace Content.Shared.Slippery
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public override void Initialize()
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{
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base.Initialize();
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UpdatesOutsidePrediction = true;
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SubscribeLocalEvent<SlipperyComponent, StartCollideEvent>(HandleCollide);
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SubscribeLocalEvent<NoSlipComponent, SlipAttemptEvent>(OnNoSlipAttempt);
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}
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@@ -20,6 +20,8 @@ namespace Content.Shared.StatusEffect
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{
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base.Initialize();
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UpdatesOutsidePrediction = true;
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SubscribeLocalEvent<StatusEffectsComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<StatusEffectsComponent, ComponentHandleState>(OnHandleState);
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}
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