private void OnMovement(ServerResponse movement)
        {
            fpsAnimator.SetMovement(movement.Position.ToVector3(), movement.TimeDelta);
            if (movement.IncludesJump)
            {
                fpsAnimator.Jump();
            }

            movementTimeout = movement.TimeDelta * stopAnimatingAfterUpdates;
            isMoving        = true;
        }
        private void Animations(bool isJumping)
        {
            fpsAnimator.SetAiming(gunState.Data.IsAiming);
            fpsAnimator.SetGrounded(movement.IsGrounded);
            fpsAnimator.SetMovement(transform.position, Time.deltaTime);
            fpsAnimator.SetPitch(pitchTransform.transform.localEulerAngles.x);

            if (isJumping)
            {
                fpsAnimator.Jump();
            }
        }