Fix bugs in animation queue handling, and add animation timeouts
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@@ -155,6 +155,13 @@ void ALuprexGameModeBase::UpdateTangibles() {
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for (int i = 0; i < alltans.Num(); i++) {
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alltans[i]->UpdateAnimationQueue(allqueues[i]);
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}
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// Debugging hook.
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volatile bool printaqs = false;
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if (printaqs) {
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for (int i = 0; i < alltans.Num(); i++) {
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UE_LOG(LogLuprex, Display, TEXT("\n--- AQ of %ld ---\n%s\n"), allids[i], *(alltans[i]->AnimTracker.DebugString()));
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}
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}
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}
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// This is where we run the blueprint code that updates animation
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// states. Be aware that the blueprint code could call back
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