Implement code to unpack anim steps into UObject
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@@ -104,6 +104,15 @@ void AIntegrationGameModeBase::MaybeTriggerUpdateTask(float deltaseconds) {
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}
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}
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//#pragma optimize( "", off )
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//void SetLocal(UObject* obj, const char *name, int value) {
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// FString sname((const UTF8CHAR *)name);
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// FName nname(sname);
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// UClass* uclass = obj->GetClass();
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// FProperty* fprop = FindFProperty<FProperty>(uclass, nname);
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// FStructProperty* sprop = FindFProperty<FStructProperty>(uclass, nname);
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//}
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void AIntegrationGameModeBase::UpdateTangibles() {
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if (!Playing) return;
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FlxLockedWrapper w(LockableWrapper);
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@@ -130,6 +139,9 @@ void AIntegrationGameModeBase::UpdateTangibles() {
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FlxAnimStoredStep step;
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ElxAnimPlaybackMode mode = t->AnimTracker.GetNextStep(step);
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bool started = false;
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if (mode != ElxAnimPlaybackMode::INVALID) {
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FlxAnimStepDecoder::UnpackInto(step.Body, TEXT("aq"), true, t->Actor);
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}
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switch (mode) {
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case ElxAnimPlaybackMode::INVALID:
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started = false; // Nothing to do.
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