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// TODO - this null check really shouldn't be required. There's almost definitely an issue where the actor update can somehow fuck with this mid-update
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// this is VERY bad, and needs investigation!
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if (m_Actors[i]) {
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m_Actors[i]->CastSeeRays();
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}
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m_Actors[i]->CastSeeRays();
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}
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});
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// TODO- right now RemoveActor just removes to actor directly (instead of setting it disabled and delaying the actual remoal), meaning that actorsSeeFuture must be finished immediately
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// This isn't ideal, as we'd prefer to be able to run the actor/items/particle update in parallel
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actorsSeeFuture.wait();
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{
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ZoneScopedN("Actors Update");
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@@ -1478,8 +1478,9 @@ void MovableMan::Update() {
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particle->PostUpdate();
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}
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}
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actorsSeeFuture.wait();
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// See above TODO - this is only commented out because of how RemoveActor currently works
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