Add drv_get_aniamtion_queue hashes
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@@ -114,9 +114,13 @@ struct EngineWrapper {
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//
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uint64_t (*get_actor_id)(EngineWrapper *w);
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// Get the results of the last scan radius.
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// Do a scan to find tangibles near the specified player.
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//
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void (*get_tangibles_near)(EngineWrapper *w, uint64_t tanid, double rx, double ry, double rz, uint32_t *count, int64_t **ids);
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// Get the hash value of the final animation step for each tangible.
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//
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void (*get_animation_queue_hashes)(EngineWrapper *w, uint32_t count, const int64_t *ids, uint64_t *hashes);
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//////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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