Fix thrown item prediction weirdness (#35843)
Don't predict thrown item landing/stopping
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@@ -145,6 +145,12 @@ namespace Content.Shared.Throwing
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{
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base.Update(frameTime);
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// TODO predicted throwing - remove this check
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// We don't want to predict landing or stopping, since throwing isn't actually predicted.
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// If we do, the landing/stop will occur prematurely on the client.
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if (_gameTiming.InPrediction)
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return;
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var query = EntityQueryEnumerator<ThrownItemComponent, PhysicsComponent>();
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while (query.MoveNext(out var uid, out var thrown, out var physics))
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{
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