Changed System to take World through constructor and store it instead, cause it makes more sense.
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@@ -20,13 +20,12 @@
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class RenderSystem : public ImpureSystem
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{
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public:
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RenderSystem(EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame);
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RenderSystem(World* world, EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame);
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~RenderSystem();
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virtual void Update(World* world, double dt) override;
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virtual void Update(double dt) override;
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private:
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World* m_World = nullptr;
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const IRenderer* m_Renderer;
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RenderFrame* m_RenderFrame;
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Camera* m_Camera;
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@@ -37,8 +36,8 @@ private:
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EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(const Events::InputCommand& e);
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void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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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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};
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#endif
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