A "Respawn" componet which automatically triggers a Spawner component when the last respawned entity of that spawner is destroyed
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#ifndef RespawnSystem_h__
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#define RespawnSystem_h__
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#include "System.h"
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#include "SpawnerSystem.h"
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#include "EEntityDeleted.h"
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class RespawnSystem : public PureSystem
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{
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public:
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RespawnSystem(SystemParams params);
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cRespawn, double dt) override;
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private:
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std::unordered_map<EntityWrapper, EntityWrapper> m_LastRespawnedEntity;
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EventRelay<RespawnSystem, Events::EntityDeleted> m_EEntityDeleted;
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bool OnEntityDeleted(const Events::EntityDeleted& e);
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};
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#endif
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