Refactored System constructor to take a struct instead of a bunch of parameters to reduce future pain and to be able to extend it with IsClient and IsServer flags.
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@@ -17,7 +17,7 @@ class CapturePointSystem : public PureSystem
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{
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public:
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//WARNING: on new map, destroy all info in the vectors, as well as reset all variables (just make new?)
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CapturePointSystem(World* world, EventBroker* eventBroker);
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CapturePointSystem(SystemParams params);
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//updatecomponent
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt) override;
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@@ -16,7 +16,7 @@
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class HealthSystem : public PureSystem
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{
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public:
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HealthSystem(World* world, EventBroker* eventBroker);
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HealthSystem(SystemParams params);
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//updatecomponent
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
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@@ -26,7 +26,7 @@ class InterpolationSystem : public PureSystem
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float interpolationTime;
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};
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public:
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InterpolationSystem(World* world, EventBroker* eventBroker);
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InterpolationSystem(SystemParams params);
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~InterpolationSystem() { }
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& transform, double dt) override;
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private:
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@@ -6,8 +6,8 @@
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class LifetimeSystem : public ImpureSystem, PureSystem
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{
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public:
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LifetimeSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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LifetimeSystem(SystemParams params)
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: System(params)
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, PureSystem("Lifetime")
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{ }
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@@ -6,18 +6,14 @@
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#include "../../Engine/Rendering/ESetCamera.h"
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#include <imgui/imgui.h>
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class PlayerHUD : public ImpureSystem
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class PlayerHUDSystem : public ImpureSystem
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{
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public:
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PlayerHUD(World* world, EventBroker* eventBrokerer);
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~PlayerHUD();
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PlayerHUDSystem(SystemParams params)
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: System(params)
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{ }
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virtual void Update(double dt) override;
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private:
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World* m_World;
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EventBroker* m_EventBroker;
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};
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#endif
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@@ -8,7 +8,7 @@
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class PlayerMovementSystem : public ImpureSystem, PureSystem
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{
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public:
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PlayerMovementSystem(World* world, EventBroker* eventBroker);
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PlayerMovementSystem(SystemParams params);
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~PlayerMovementSystem();
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virtual void Update(double dt) override;
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@@ -9,7 +9,7 @@
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class PlayerSpawnSystem : public ImpureSystem
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{
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public:
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PlayerSpawnSystem(World* world, EventBroker* eventBroker);
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PlayerSpawnSystem(SystemParams params);
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virtual void Update(double dt) override;
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@@ -4,8 +4,8 @@
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class RaptorCopterSystem : public PureSystem
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{
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public:
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RaptorCopterSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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RaptorCopterSystem(SystemParams params)
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: System(params)
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, PureSystem("RaptorCopter")
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{ }
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@@ -13,7 +13,7 @@
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class SpawnerSystem : public System
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{
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public:
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SpawnerSystem(World* world, EventBroker* eventBroker);
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SpawnerSystem(SystemParams params);
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static EntityWrapper Spawn(EntityWrapper spawner, EntityWrapper parent = EntityWrapper::Invalid);
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@@ -21,7 +21,7 @@
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class WeaponSystem : public ImpureSystem
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{
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public:
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WeaponSystem(World* world, EventBroker* eventBroker, IRenderer* renderer);
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WeaponSystem(SystemParams params, IRenderer* renderer);
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virtual void Update(double dt) override;
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