Broken stuff, refactoring
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@@ -114,15 +114,19 @@ void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
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auto deathComp = world->GetComponent(modelC.EntityID, "CoolDeathAnim");
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job.OriginPos = (glm::vec3)deathComp["OriginPos"];
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job.ExplosionOrigin = (glm::vec3)deathComp["ExplosionOrigin"];
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job.TimeSinceDeath = (double)deathComp["TimeSinceDeath"];
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job.EndOfDeath = (double)deathComp["EndOfDeath"];
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job.ExplosionDuration = (double)deathComp["ExplosionDuration"];
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job.Gravity = (bool)deathComp["Gravity"];
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job.GravityForce = (double)deathComp["GravityForce"];
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job.ObjectRadius = (double)deathComp["ObjectRadius"];
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job.EndColor = (glm::vec4)deathComp["EndColor"];
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job.UseRandomness = (bool)deathComp["UseRandomness"];
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job.Randomness = (bool)deathComp["Randomness"];
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job.RandomnessScalar = (double)deathComp["RandomnessScalar"];
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job.Acceleration = (glm::vec2)deathComp["Acceleration"];
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job.ColorPerPolygon = (bool)deathComp["ColorPerPolygon"];
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job.ReverseAnimation = (bool)deathComp["ReverseAnimation"];
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job.Wireframe = (bool)deathComp["Wireframe"];
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job.RandomNumbers = {
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0.3257552917701f,
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0.07601508315467f,
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@@ -133,7 +137,17 @@ void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
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0.39413607511396f,
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0.54579346698979f,
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0.83222648353885f,
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0.83635707285086f };
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0.83635707285086f,
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0.34473986148124f,
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0.98092448710507f,
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0.46346380070944f,
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0.7308761201477f,
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0.70832470371776f,
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0.28268750909841f,
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0.26291620883295f,
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0.07685032816457f,
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0.30760929515008f,
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0.2781575388639f };
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job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
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job.DiffuseTexture = texGroup.Texture.get();
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