Changed System to take World through constructor and store it instead, cause it makes more sense.
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@@ -11,14 +11,14 @@ class System
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friend class SystemPipeline;
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protected:
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System()
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: m_EventBroker(nullptr)
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{ }
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System(EventBroker* eventBroker)
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: m_EventBroker(eventBroker)
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System(World* world, EventBroker) { }
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System(World* world, EventBroker* eventBroker)
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: m_World(world)
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, m_EventBroker(eventBroker)
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{ }
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virtual ~System() = default;
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World* m_World;
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EventBroker* m_EventBroker;
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};
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@@ -34,7 +34,7 @@ protected:
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const std::string m_ComponentType;
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virtual void UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt) = 0;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cUniformScale, double dt) = 0;
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};
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class ImpureSystem : public virtual System
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@@ -45,7 +45,7 @@ protected:
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ImpureSystem() = default;
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virtual ~ImpureSystem() = default;
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virtual void Update(World* world, double dt) = 0;
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virtual void Update(double dt) = 0;
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};
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#endif
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