Turned the Transform namespace into TransformSystem so it would be able to subscribe to EntityDeleted and clean up after itself
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+7
-6
@@ -127,6 +127,7 @@ Game::Game(int argc, char* argv[])
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// All systems with orderlevel 0 will be updated first.
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unsigned int updateOrderLevel = 0;
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m_SystemPipeline->AddSystem<InterpolationSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<TransformSystem>(updateOrderLevel);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<SoundSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<RaptorCopterSystem>(updateOrderLevel);
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@@ -249,12 +250,12 @@ void Game::Tick()
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m_EventBroker->Swap();
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m_EventBroker->Clear();
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//LOG_DEBUG("Recalculated positions: %i", Transform::RecalculatedPositions);
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//LOG_DEBUG("Recalculated orientations: %i", Transform::RecalculatedOrientations);
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//LOG_DEBUG("Recalculated scales: %i", Transform::RecalculatedScales);
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Transform::RecalculatedPositions = 0;
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Transform::RecalculatedOrientations = 0;
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Transform::RecalculatedScales = 0;
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//LOG_DEBUG("Recalculated positions: %i", TransformSystem::RecalculatedPositions);
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//LOG_DEBUG("Recalculated orientations: %i", TransformSystem::RecalculatedOrientations);
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//LOG_DEBUG("Recalculated scales: %i", TransformSystem::RecalculatedScales);
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TransformSystem::RecalculatedPositions = 0;
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TransformSystem::RecalculatedOrientations = 0;
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TransformSystem::RecalculatedScales = 0;
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}
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int Game::parseArgs(int argc, char* argv[])
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