Several changes/fixes based on the latest broken refactoring.
Fixed Simon's mistake in CapturePointLogic. William fixed so TriggerSystem works again with CapturePoints.
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@@ -76,18 +76,18 @@ bool TriggerSystem::throwLeaveIfWasInTrigger(std::unordered_set<EntityWrapper>&
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bool TriggerSystem::OnTouch(const Events::TriggerTouch &event)
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{
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LOG_INFO("Player entity %i touched trigger entity %i.", event.Entity, event.Trigger);
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LOG_INFO("Player entity %i touched trigger entity %i.", event.Entity.ID, event.Trigger.ID);
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return true;
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}
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bool TriggerSystem::OnEnter(const Events::TriggerEnter &event)
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{
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LOG_INFO("Player entity %i entered trigger entity %i.", event.Entity, event.Trigger);
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LOG_INFO("Player entity %i entered trigger entity %i.", event.Entity.ID, event.Trigger.ID);
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return true;
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}
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bool TriggerSystem::OnLeave(const Events::TriggerLeave &event)
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{
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LOG_INFO("Player entity %i left trigger entity %i.", event.Entity, event.Trigger);
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LOG_INFO("Player entity %i left trigger entity %i.", event.Entity.ID, event.Trigger.ID);
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return true;
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}
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