Changed System to take World through constructor and store it instead, cause it makes more sense.

This commit is contained in:
2016-01-18 23:59:33 +01:00
parent 3fc44e944c
commit 51979d7f0c
32 changed files with 111 additions and 111 deletions
+1 -1
View File
@@ -1,6 +1,6 @@
#include "Systems/PlayerMovementSystem.h"
void PlayerMovementSystem::UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt)
void PlayerMovementSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
{
ComponentWrapper& cTransform = entity["Transform"];
if (!entity.HasComponent("Physics")) {