More progress on anim queue
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@@ -122,6 +122,19 @@ void AIntegrationGameModeBase::UpdateTangibles() {
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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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TArray<uint64> aborted = t->AnimTracker.GetAborted();
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for (uint64 hash : aborted) {
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ITangibleInterface::Execute_AbortAnimation(t->Actor, hash);
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}
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if (t->AnimTracker.AnyUnstarted()) {
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FAnimStoredStep step = t->AnimTracker.GetUnstarted();
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bool started = ITangibleInterface::Execute_StartAnimation(t->Actor, step.Hash, step.Body.size());
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if (started) {
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t->AnimTracker.Started(step.Hash);
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}
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}
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}
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}
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@@ -22,6 +22,9 @@ class INTEGRATION_API ITangibleInterface
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// Add interface functions to this class. This is the class that will be inherited to implement this interface.
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public:
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent, Category = "Tangible Functionality")
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void TurnFromCXX();
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UFUNCTION(BlueprintImplementableEvent, Category = "Tangible Functionality")
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bool AbortAnimation(int64 hash);
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UFUNCTION(BlueprintImplementableEvent, Category = "Tangible Functionality")
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bool StartAnimation(int64 hash, int StrLen);
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};
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