Changed System to take World through constructor and store it instead, cause it makes more sense.
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@@ -5,10 +5,10 @@
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class PlayerMovementSystem : public PureSystem
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{
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public:
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PlayerMovementSystem(EventBroker* eventBroker)
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: System(eventBroker)
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PlayerMovementSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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, PureSystem("Player")
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{ }
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virtual void UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt);
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt);
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};
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