CapturePointSystem now tracks and verifies if a capturePoint can be taken over. Also the time is changed faster the more players stand on the capturepoint (number*dt). Also took care of the problem when both teams have the same contested capturepoint.
Added variable in the CapturePoint component: CapturePointNumber. This is needed since we cant know what capturepoint is next to be taken over otherwise. Updated the CapturePointTest according to current CapturePointSystem TODO: try to refactor code in CapturePointSystem
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@@ -34,7 +34,7 @@ private:
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EventBroker* m_EventBroker;
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World* m_World;
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SystemPipeline* m_SystemPipeline;
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int m_PlayerID, m_PlayerID2, m_CapturePointID;
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int m_PlayerID, m_PlayerID2, m_CapturePointID, m_CapturePointID2;
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int m_RunTestNumber;
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};
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