Some light rearranging prior to AnimQueue stuff
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@@ -9,14 +9,14 @@ FTangibleManager::FTangibleManager() {
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World = nullptr;
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ClassTangibleActor = nullptr;
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Actor = 0;
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Near = IdList();
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Near = IdView();
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}
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void FTangibleManager::Init(UWorld *world, UClass* tanact) {
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World = world;
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ClassTangibleActor = tanact;
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Actor = 0;
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Near = IdList();
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Near = IdView();
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}
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AActorPtr FTangibleManager::GetTangible(int64 id) {
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@@ -28,7 +28,6 @@ AActorPtr FTangibleManager::GetTangible(int64 id) {
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}
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}
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// Get the tangible if it exists, otherwise create it.
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AActorPtr FTangibleManager::MakeTangible(int64 id) {
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AActorPtr& p = IdToActor.FindOrAdd(id);
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if (p == nullptr) {
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@@ -41,7 +40,16 @@ AActorPtr FTangibleManager::MakeTangible(int64 id) {
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return p;
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}
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// Delete the tangible.
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void FTangibleManager::DeleteTangible(int64 id) {
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// IMPLEMENT ME
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}
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FTangibleManager::IdArray FTangibleManager::GetLive() {
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IdArray result;
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result.SetNum(IdToActor.Num());
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int next = 0;
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for (auto &pair : IdToActor) {
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result[next++] = pair.Key;
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}
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return result;
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}
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