Modified HealthSystem so it actually publishes the DeathEvent. Modified EPlayerHealthPickup. Fixed 2 tests. Started work on PlayerDeathSystem
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#ifndef PlayerDeathSystem_h__
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#define PlayerDeathSystem_h__
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#include "Core/System.h"
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#include "Input/EInputCommand.h"
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#include "Systems/SpawnerSystem.h"
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#include "Events/ESpawnerSpawn.h"
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#include "Core/EPlayerSpawned.h"
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#include "Rendering/ESetCamera.h"
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#include "Core/ConfigFile.h"
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#include "Core/EPlayerDeath.h"
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//tests
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#include "Core/EPlayerDamage.h"
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class PlayerDeathSystem : public ImpureSystem
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{
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public:
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PlayerDeathSystem(World* world, EventBroker* eventBroker);
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virtual void Update(double dt) override;
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private:
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struct SpawnRequest
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{
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int PlayerID;
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ComponentInfo::EnumType Team;
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};
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bool m_NetworkEnabled = false;
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std::vector<SpawnRequest> m_SpawnRequests;
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std::map<int, EntityWrapper> m_PlayerEntities;
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EventRelay<PlayerDeathSystem, Events::InputCommand> m_OnInputCommand;
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bool OnInputCommand(const Events::InputCommand& e);
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EventRelay<PlayerDeathSystem, Events::PlayerDeath> m_OnPlayerDeath;
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bool OnPlayerDeath(Events::PlayerDeath& e);
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};
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#endif
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