Added base work for dity bits in components

This commit is contained in:
2016-03-08 18:26:03 +01:00
parent 5d53fc74cb
commit b7d93058b1
10 changed files with 86 additions and 53 deletions
+1 -1
View File
@@ -86,7 +86,7 @@ bool SpawnerSystem::spawnedEntityIsColliding(EntityWrapper spawnedEntity, Entity
transformEntityToSpawnPoint(spawnedEntity, spawnPoint);
//Check if the spawned entity collides with anything, and if so, continue to the next spawnpoint.
EntityAABB spawnedBox = *Collision::EntityAbsoluteAABB(spawnedEntity);
const ComponentPool* otherSpawnedEntities = spawnPoint.World->GetComponents(dontCollideComponent);
auto otherSpawnedEntities = spawnPoint.World->GetComponents(dontCollideComponent);
for (const auto& obj : *otherSpawnedEntities) {
if (spawnedEntity.ID == obj.EntityID) {
continue;