Added base work for dity bits in components
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@@ -86,7 +86,7 @@ bool SpawnerSystem::spawnedEntityIsColliding(EntityWrapper spawnedEntity, Entity
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transformEntityToSpawnPoint(spawnedEntity, spawnPoint);
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//Check if the spawned entity collides with anything, and if so, continue to the next spawnpoint.
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EntityAABB spawnedBox = *Collision::EntityAbsoluteAABB(spawnedEntity);
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const ComponentPool* otherSpawnedEntities = spawnPoint.World->GetComponents(dontCollideComponent);
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auto otherSpawnedEntities = spawnPoint.World->GetComponents(dontCollideComponent);
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for (const auto& obj : *otherSpawnedEntities) {
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if (spawnedEntity.ID == obj.EntityID) {
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continue;
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