he position and velocity is interpreted as the vehicle, not the player.<br>  If desired, the server can additionally simulate motion and send CorrectPlayerMovePredictionPackets rather than accepting client reported positions.<br>  The server may also reject the InputData state transitions usually by sending a corrective SetActorDataPacket, see the PlayerAuthInputPacket::InputData enum table for details.<br>  All tick values for client bound packets that have them should be written as specified in the docume