Working on tutorial refactoring
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@@ -1631,7 +1631,7 @@ namespace FRG
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// Check if player reached target interactive object
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if (auto* obj = getTargetInteractiveObject();
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!state.tutorialInteractiveObjectsLocked && obj && player && !obj->state.isAnimating)
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!(areInteractiveObjectsLocked && areInteractiveObjectsLocked()) && obj && player && !obj->state.isAnimating)
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{
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const Eigen::Vector3f& approachTarget = obj->state.hasInteractionPosition
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? obj->state.interactionPosition
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