A few more steps toward anim queue handling
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@@ -113,19 +113,15 @@ void AIntegrationGameModeBase::UpdateTangibles() {
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for (int64 id : TangibleManager.GetNear()) {
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TangibleManager.MakeTangible(id);
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}
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IdArray live = TangibleManager.GetLive();
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StringViewVec aqueues = w.GetAnimationQueues(live);
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for (int i = 0; i < aqueues.Num(); i++) {
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FString debugq = FAnimQueueDecoder::DebugString(aqueues[i]);
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}
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// Tick all the tangibles.
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if (EngineSeconds > NextRotateCube) {
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for (int i = 0; i < live.Num(); i++) {
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UTangible *t = TangibleManager.GetTangible(live[i]);
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check(t != nullptr);
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ITangibleInterface::Execute_TurnFromCXX(t->Actor);
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}
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NextRotateCube += 0.5;
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// Update animation queues of live tangibles.
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IdArray tanids = TangibleManager.GetLive();
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StringViewVec aqueues = w.GetAnimationQueues(tanids);
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for (int i = 0; i < tanids.Num(); i++) {
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uint64_t tanid = tanids[i];
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std::string_view aqueue = aqueues[i];
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UTangible* t = TangibleManager.GetTangible(tanid);
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check(t != nullptr);
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t->AnimTracker.Update(aqueue);
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}
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}
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