Changed System to take World through constructor and store it instead, cause it makes more sense.
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@@ -11,8 +11,8 @@
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class PlayerSystem : public PureSystem
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{
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public:
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PlayerSystem(EventBroker* eventBroker)
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: System(eventBroker)
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PlayerSystem(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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EVENT_SUBSCRIBE_MEMBER(m_ETouch, &PlayerSystem::OnTouch);
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@@ -20,7 +20,7 @@ public:
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EVENT_SUBSCRIBE_MEMBER(m_ELeave, &PlayerSystem::OnLeave);
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}
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virtual void UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt) override;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
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private:
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float m_Speed = 5;
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EventRelay<PlayerSystem, Events::TriggerEnter> m_EEnter;
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