Refactor code to make it easier to do 'nopredict' inside of any function without having a dependency on world model.
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@@ -323,8 +323,8 @@ bool AnimStep::from_string(const eng::string &config) {
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return true;
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}
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AnimQueue::AnimQueue(util::WorldType wt) {
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version_autoinc_ = (wt == util::WORLD_TYPE_MASTER);
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AnimQueue::AnimQueue(WorldType wt) {
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version_autoinc_ = (wt == WORLD_TYPE_MASTER);
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size_limit_ = 10; // Default size limit.
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steps_.emplace_back();
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steps_.front().keep_state_only();
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@@ -576,8 +576,8 @@ static bool diff_works(const AnimQueue &master, AnimQueue &sync) {
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LuaDefine(unittests_animqueue, "", "some unit tests") {
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// Useful objects.
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AnimStep stp;
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AnimQueue aq(util::WORLD_TYPE_MASTER);
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AnimQueue aqds(util::WORLD_TYPE_S_SYNC);
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AnimQueue aq(WORLD_TYPE_MASTER);
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AnimQueue aqds(WORLD_TYPE_PREDICTIVE);
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StreamBuffer sb;
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// Debug string of a newly initialized queue
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