Changed System to take World through constructor and store it instead, cause it makes more sense.
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@@ -1,11 +1,11 @@
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#include "Collision/CollidableOctreeSystem.h"
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void CollidableOctreeSystem::Update(World* world, double dt)
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void CollidableOctreeSystem::Update(double dt)
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{
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m_Octree->ClearDynamicObjects();
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}
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void CollidableOctreeSystem::UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt)
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void CollidableOctreeSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
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{
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if (entity.HasComponent("AABB")) {
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boost::optional<AABB> absoluteAABB = Collision::EntityAbsoluteAABB(entity);
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