Third person animations and shoot effects base work
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@@ -20,14 +20,14 @@ void WeaponSystem::Update(double dt)
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void WeaponSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt)
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{
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// Update potential weapon behaviour for player
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//auto it = m_ActiveWeapons.find(entity);
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//if (it != m_ActiveWeapons.end()) {
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// //if (it->first.Valid()) {
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// it->second->Update(dt);
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// //} else {
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// // m_ActiveWeapons.erase(it);
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// //}
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//}
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auto it = m_ActiveWeapons.find(entity);
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if (it != m_ActiveWeapons.end()) {
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if (it->first.Valid()) {
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it->second->Update(dt);
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} else {
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m_ActiveWeapons.erase(it);
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}
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}
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}
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bool WeaponSystem::OnInputCommand(Events::InputCommand& e)
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