WIP respawning.
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+2
-1
@@ -34,6 +34,7 @@ Game::Game(int argc, char* argv[])
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ResourceManager::UseThreading = m_Config->Get<bool>("Multithreading.ResourceLoading", true);
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DisableMemoryPool::Value = m_Config->Get<bool>("Debug.DisableMemoryPool", false);
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LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
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PlayerSpawnSystem::SetRespawnTime(m_Config->Get<float>("Debug.RespawnTime", 15.0f));
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// Create the core event broker
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m_EventBroker = new EventBroker();
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@@ -97,7 +98,6 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<InterpolationSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerDeathSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer);
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m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
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@@ -109,6 +109,7 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
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m_SystemPipeline->AddSystem<PlayerHUD>(updateOrderLevel);
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m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerDeathSystem>(updateOrderLevel);
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// Collision and TriggerSystem should update after player.
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++updateOrderLevel;
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