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// We update this after, because pathing requests are forced to take at least 1 frame for the sake of determinism for now.
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// In future maybe we can move this back, but it doesn't make much difference (the threadpool submission overhead makes it extremely unlikely that it would complete in less time anyways)
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// In future maybe we can move this back, but it doesn't make much difference
// 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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// 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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