Ignoring interpolation and rendering for local player entities!
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@@ -15,6 +15,7 @@
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#include "Renderer.h"
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#include "PointLightJob.h"
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#include "../Core/Transform.h"
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#include "../../Game/Events/EPlayerSpawned.h"
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class RenderSystem : public ImpureSystem
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{
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@@ -29,6 +30,7 @@ private:
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RenderFrame* m_RenderFrame;
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Camera* m_Camera;
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EntityWrapper m_CurrentCamera = EntityWrapper::Invalid;
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EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
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EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
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bool OnSetCamera(Events::SetCamera &event);
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@@ -40,6 +42,9 @@ private:
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void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs);
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void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs);
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EventRelay<RenderSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(Events::PlayerSpawned& e);
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};
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#endif
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