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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