Merge remote-tracking branch 'origin/master' into Sound
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@@ -28,6 +28,21 @@ bool RayVsAABB(const Ray& ray, const AABB& box);
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//Return true if the ray hits the box, also outputs distance from ray origin to intersection point in [outDistance].
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bool RayVsAABB(const Ray& ray, const AABB& box, float& outDistance);
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//Return true if the ray hits the triangle.
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bool RayVsTriangle(const Ray& ray,
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const glm::vec3& v0,
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const glm::vec3& v1,
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const glm::vec3& v2,
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bool trueOnNegativeDistance = false);
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//Return true if the ray hits the triangle, and the distance is less than outDistance.
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bool RayVsTriangle(const Ray& ray,
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const glm::vec3& v0,
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const glm::vec3& v1,
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const glm::vec3& v2,
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float& outDistance,
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float& outUCoord,
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float& outVCoord,
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bool trueOnNegativeDistance = false);
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//Return true if the ray hits any of the triangles in the model. Stops checking when a hit is detected.
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bool RayVsModel(const Ray& ray,
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const std::vector<RawModel::Vertex>& modelVertices,
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@@ -52,6 +67,9 @@ bool AABBvsTriangles(const AABB& box,
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const std::vector<RawModel::Vertex>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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glm::vec3& boxVelocity,
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float verticalStepHeight,
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bool& isOnGround,
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glm::vec3& outResolutionVector);
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//Return true if the boxes are intersecting.
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@@ -43,6 +43,11 @@ struct ComponentWrapper
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// Specialization for string literals
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template <std::size_t N>
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void SetField(std::string name, const char(&value)[N]) { Field<std::string>(name) = std::string(value); }
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void Copy(ComponentWrapper& destination)
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{
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memcpy(destination.Data, this->Data, Info.Stride);
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}
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struct SubscriptProxy
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{
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@@ -0,0 +1,17 @@
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#ifndef EPickupSpawned_h__
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#define EPickupSpawned_h__
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#include "Core/Event.h"
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#include "Core/EntityWrapper.h"
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namespace Events
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{
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struct PickupSpawned : Event
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{
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EntityWrapper Pickup;
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};
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}
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#endif
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@@ -9,6 +9,7 @@ namespace Events
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struct PlayerDamage : Event
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{
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//NOTE: this struct is missing information on what the damageSource is
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EntityWrapper Player;
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double Damage;
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};
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@@ -2,7 +2,7 @@
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#define EPlayerDeath_h__
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#include "EventBroker.h"
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#include "../Core/Entity.h"
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#include "../Core/EntityWrapper.h"
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namespace Events
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{
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@@ -10,8 +10,7 @@ namespace Events
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struct PlayerDeath : Event
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{
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//KilledBy,KilledByWhat is optional for now. It might be used later in the playerlog-system
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EntityID KilledBy;
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EntityID PlayerID;
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EntityWrapper Player;
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std::string KilledByWhat;
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};
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@@ -2,16 +2,16 @@
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#define EPlayerHealthPickup_h__
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#include "EventBroker.h"
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#include "../Core/Entity.h"
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#include "../Core/EntityWrapper.h"
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namespace Events
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{
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struct PlayerHealthPickup : Event
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{
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double HealthAmount;
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EntityID PlayerHealedID;
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};
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struct PlayerHealthPickup : Event
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{
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EntityWrapper Player;
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double HealthAmount;
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};
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}
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@@ -102,7 +102,7 @@ public:
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m_ExtraMemory.push_back((char*)malloc(m_Stride));
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//We should preferably not enter here to avoid performance issues. Set more numMaxElements in constructor instead.
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if (!DisableMemoryPool::Value) {
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LOG_WARNING("Allocated slots exceed Pool size, extra memory allocated dynamically. Pool size: %u, dynamic size: %u.", m_NumSlots, m_ExtraMemory.size());
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LOG_DEBUG("Allocated slots exceed Pool size, extra memory allocated dynamically. Pool size: %u, dynamic size: %u.", m_NumSlots, m_ExtraMemory.size());
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}
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return m_ExtraMemory.back();
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}
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@@ -111,7 +111,7 @@ struct Child
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std::vector<ContainedObject>& m_StaticObjectsRef;
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std::vector<ContainedObject>& m_DynamicObjectsRef;
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bool hasChildren() const;
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inline bool hasChildren() const { return m_Children[0] != nullptr; }
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int childIndexContainingPoint(const glm::vec3& point) const;
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std::vector<int> childIndicesContainingBox(const AABB& box) const;
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};
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@@ -7,6 +7,10 @@
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class Ray
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{
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public:
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Ray()
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: m_Origin(glm::vec3(0.f))
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, m_Direction(glm::vec3(0, 0, 1))
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{}
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Ray(const glm::vec3& origin, const glm::vec3& dir)
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: m_Origin(origin)
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, m_Direction(glm::normalize(dir))
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@@ -18,6 +18,7 @@ glm::vec3 AbsoluteScale(EntityWrapper entity);
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glm::vec3 AbsoluteScale(World* world, EntityID entity);
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glm::mat4 ModelMatrix(EntityWrapper entity);
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glm::mat4 ModelMatrix(EntityID entity, World* world);
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glm::vec3 TransformPoint(const glm::vec3& point, const glm::mat4& matrix);
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}
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@@ -12,6 +12,7 @@
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#include <tuple>
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#include <vector>
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#include <algorithm>
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class HealthSystem : public PureSystem
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{
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@@ -26,7 +27,7 @@ private:
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EventRelay<HealthSystem, Events::PlayerDamage> m_EPlayerDamage;
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bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e);
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EventRelay<HealthSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
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bool HealthSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup& e);
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bool HealthSystem::OnPlayerHealthPickup(Events::PlayerHealthPickup& e);
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//vector which will keep track of health changes
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std::vector<std::tuple<EntityID, double>> m_DeltaHealthVector;
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@@ -0,0 +1,33 @@
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#ifndef PickupSpawnSystem_h__
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#define PickupSpawnSystem_h__
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#include "Core/System.h"
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#include "Core/Transform.h"
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#include "Core/ResourceManager.h"
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#include "Core/EntityFileParser.h"
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#include "Core/EPickupSpawned.h"
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#include "Core/EPlayerHealthPickup.h"
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#include "Engine/Collision/ETrigger.h"
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#include "Common.h"
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#include <tuple>
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class PickupSpawnSystem : public ImpureSystem
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{
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public:
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PickupSpawnSystem(World* world, EventBroker* eventBroker);
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virtual void Update(double dt) override;
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private:
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EventRelay<PickupSpawnSystem, Events::TriggerTouch> m_ETriggerTouch;
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bool OnTriggerTouch(Events::TriggerTouch& e);
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struct NewHealthPickup {
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glm::vec3 Pos;
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double HealthGain;
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double RespawnTimer;
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double DecreaseThisRespawnTimer;
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};
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std::vector<NewHealthPickup> m_ETriggerTouchVector;
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};
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#endif
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@@ -0,0 +1,29 @@
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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 "GLM.h"
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#include "Rendering/ESetCamera.h"
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#include "Core/ConfigFile.h"
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#include "Core/EntityFile.h"
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#include "Core/EntityFileParser.h"
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#include "Core/EPlayerDeath.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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EventRelay<PlayerDeathSystem, Events::PlayerDeath> m_OnPlayerDeath;
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bool OnPlayerDeath(Events::PlayerDeath& e);
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void createDeathEffect(EntityWrapper player);
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};
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#endif
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@@ -3,6 +3,7 @@
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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 "Core/EPlayerDeath.h"
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#include "Rendering/ESetCamera.h"
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#include "Core/ConfigFile.h"
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