WeaponSystem now handles "PrimaryFire" input events. It sends out ePlayerDamage event if it hits a player. Included some tests
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@@ -9,6 +9,7 @@
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#include "Systems/PlayerSpawnSystem.h"
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#include "Core/EntityFileWriter.h"
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#include "Game/Systems/CapturePointSystem.h"
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#include "Game/Systems/WeaponSystem.h"
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Game::Game(int argc, char* argv[])
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{
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@@ -82,6 +83,7 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<InterpolationSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer);
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// Populate Octree with collidables
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeCollision);
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