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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@@ -109,9 +109,9 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
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for (int i = 0; i < m_NumberOfCapturePoints; i++) {
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auto owner = (int)m_CapturePointNumberToEntityMap[i]["Team"]["Team"];
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if (m_CapturePointNumberToEntityMap[i].FirstChildByName("Red").ID != EntityID_Invalid) {
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(bool&)m_CapturePointNumberToEntityMap[i].FirstChildByName("Red")["Model"]["Visible"] = owner == redTeam ? true : false;
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(bool&)m_CapturePointNumberToEntityMap[i].FirstChildByName("Blue")["Model"]["Visible"] = owner == blueTeam ? true : false;
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(bool&)m_CapturePointNumberToEntityMap[i].FirstChildByName("Spectator")["Model"]["Visible"] = owner == spectatorTeam ? true : false;
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ChangeCapturePointModelsVisibility(m_CapturePointNumberToEntityMap[i].FirstChildByName("Red"), owner == redTeam);
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ChangeCapturePointModelsVisibility(m_CapturePointNumberToEntityMap[i].FirstChildByName("Blue"), owner == blueTeam);
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ChangeCapturePointModelsVisibility(m_CapturePointNumberToEntityMap[i].FirstChildByName("Spectator"), owner == spectatorTeam);
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}
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}
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//save the next cap points and publish the captured event
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@@ -232,6 +232,14 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
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}
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void CapturePointSystem::ChangeCapturePointModelsVisibility(EntityWrapper &capturePointModels, bool isOwner) {
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(bool&)capturePointModels["Model"]["Visible"] = isOwner;
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for (auto& capModel : capturePointModels.ChildrenWithComponent("Model"))
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{
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(bool&)capModel["Model"]["Visible"] = isOwner;
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}
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}
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bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e)
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{
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//personEntered = e.Entity, thingEntered = e.Trigger
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