Changed System to take World through constructor and store it instead, cause it makes more sense.
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@@ -2,7 +2,7 @@
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#include "Collision/CollisionSystem.h"
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#include "Core/AABB.h"
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void CollisionSystem::UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt)
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void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
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{
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if (!entity.HasComponent("Physics")) {
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return;
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