diff --git a/Content.Client/Physics/Controllers/MoverController.cs b/Content.Client/Physics/Controllers/MoverController.cs index ab9d011862..01441b98d8 100644 --- a/Content.Client/Physics/Controllers/MoverController.cs +++ b/Content.Client/Physics/Controllers/MoverController.cs @@ -57,17 +57,6 @@ namespace Content.Client.Physics.Controllers } } - // If we're pulling a mob then make sure that isn't predicted so it doesn't fuck our velocity up. - if (TryComp(player, out SharedPullerComponent? pullerComp)) - { - if (pullerComp.Pulling is {Valid: true} pulling && - HasComp(pulling) && - TryComp(pulling, out PhysicsComponent? pullingBody)) - { - pullingBody.Predict = false; - } - } - // Server-side should just be handled on its own so we'll just do this shizznit if (TryComp(player, out IMobMoverComponent? mobMover)) {