HealthSystem now deletes the entity after publishing the PlayerDeath event
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@@ -37,7 +37,8 @@ void HealthSystem::UpdateComponent(World* world, EntityWrapper& entity, Componen
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if (std::get<0>(m_DeltaHealthVector[j - 1]) == component.EntityID)
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if (std::get<0>(m_DeltaHealthVector[j - 1]) == component.EntityID)
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m_DeltaHealthVector.erase(m_DeltaHealthVector.begin() + j - 1);
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m_DeltaHealthVector.erase(m_DeltaHealthVector.begin() + j - 1);
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}
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}
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//break the loop if the player is dead
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//delete the player and break the loop
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world->DeleteEntity(entity.ID);
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break;
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break;
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}
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}
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}
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}
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@@ -57,3 +58,4 @@ bool HealthSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup& e)
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m_DeltaHealthVector.push_back(std::make_tuple(e.PlayerHealedID, e.HealthAmount));
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m_DeltaHealthVector.push_back(std::make_tuple(e.PlayerHealedID, e.HealthAmount));
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return true;
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return true;
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}
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}
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