Turned the Transform namespace into TransformSystem so it would be able to subscribe to EntityDeleted and clean up after itself
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@@ -233,8 +233,8 @@ void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi
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if (weaponModelEntity.Valid()) {
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EntityWrapper spawner = weaponModelEntity.FirstChildByName("WeaponMuzzle");
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for (auto& angles : pelletAngles) {
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glm::vec3 direction = Transform::AbsoluteOrientation(spawner) * glm::quat(glm::vec3(angles, 0.f)) * glm::vec3(0, 0, -1);
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float distance = traceRayDistance(Transform::AbsolutePosition(spawner), direction);
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glm::vec3 direction = TransformSystem::AbsoluteOrientation(spawner) * glm::quat(glm::vec3(angles, 0.f)) * glm::vec3(0, 0, -1);
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float distance = traceRayDistance(TransformSystem::AbsolutePosition(spawner), direction);
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EntityWrapper ray = SpawnerSystem::Spawn(spawner);
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((Field<glm::vec3>)ray["Transform"]["Scale"]).z(distance / 100.f);
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Field<glm::vec3> orientation = ray["Transform"]["Orientation"];
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@@ -274,7 +274,7 @@ void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& w
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glm::vec3 maxRange = direction * 2.f;
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EntityWrapper camera = wi.Player.FirstChildByName("Camera");
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glm::vec3 cameraPosition = Transform::AbsolutePosition(camera);
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glm::vec3 cameraPosition = TransformSystem::AbsolutePosition(camera);
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if (!camera.Valid()) {
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return;
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}
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