Fixing some gaps with nested emote chains and EmoteManager.IsBusy #2336
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Repro steps:
Expected:
The 'award' emote chain only happens once
Actual:
The 'award' emote chain happens multiple times
Resolution:
EmoteManager.Enqueue() was not taking nested emote chains into account properly for setting IsBusy=false. Now the Nested level is tracked properly, and IsBusy is only set to false at the very end of the emote chain.