WiP movement prediction.
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@@ -1,8 +1,8 @@
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using System;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.Components.Weapons.Ranged;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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@@ -88,7 +88,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged
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{
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return;
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}
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var curTime = IoCManager.Resolve<IGameTiming>().CurTime;
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var span = curTime - _lastFireTime;
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if (span.TotalSeconds < 1 / FireRate)
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