Triggering start and end of the aiming animation via interface, as well as removing ReloadPrefix (in favor of switching sprite bodies via condition when reloading), allows us to drop updating via ITick, which in turn will make it much easier to ultimately make this trait compatible with other animation traits, once the priority system lands.
The old sequence was not recovering when this trait lost its required
condition while the aim anim was running.
Now it doesn't unconditionally return, but instead checks what the
current sequence is and resets to base turret sequence if AimAnim is
disabled.