The children of the CapturePointModels now also get their visibility on/off. This is done since a capturepoint is actually 2 models and not just 1
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@@ -30,6 +30,7 @@ private:
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bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e);
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EventRelay<CapturePointSystem, Events::Captured> m_ECaptured;
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bool CapturePointSystem::OnCaptured(const Events::Captured& e);
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void ChangeCapturePointModelsVisibility(EntityWrapper &capturePointModels, bool isOwner);
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bool m_WinnerWasFound = false;
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//need to track these variables for the captureSystem to work as per design!
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