Changed System to take World through constructor and store it instead, cause it makes more sense.
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@@ -1,13 +1,13 @@
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#include "Core/UniformScaleSystem.h"
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UniformScaleSystem::UniformScaleSystem(EventBroker* eventBroker)
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: System(eventBroker)
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UniformScaleSystem::UniformScaleSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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, PureSystem("UniformScale")
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{
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EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &UniformScaleSystem::OnSetCamera);
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}
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void UniformScaleSystem::UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& cUniformScale, double dt)
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void UniformScaleSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cUniformScale, double dt)
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{
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if (!m_Camera.Valid()) {
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return;
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