AmmunitionHUD now working
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+5
-2
@@ -17,12 +17,14 @@
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#include "Game/Systems/DamageIndicatorSystem.h"
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#include "Game/Systems/WeaponSystem.h"
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#include "Rendering/AnimationSystem.h"
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#include "Game/Systems/PlayerHUDSystem.h"
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#include "Game/Systems/HealthHUDSystem.h"
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#include "Rendering/BoneAttachmentSystem.h"
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#include "Game/Systems/LifetimeSystem.h"
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#include "../Engine/Core/UniformScaleSystem.h"
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#include "Rendering/AnimationSystem.h"
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#include "Network/MultiplayerSnapshotFilter.h"
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#include "Game/Systems/AmmunitionHUDSystem.h"
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Game::Game(int argc, char* argv[])
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{
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@@ -125,6 +127,7 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<DamageIndicatorSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<AmmunitionHUDSystem>(updateOrderLevel);
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// Populate Octree with collidables
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
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@@ -132,7 +135,7 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
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m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<UniformScaleSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerHUDSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<HealthHUDSystem>(updateOrderLevel);
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// Collision and TriggerSystem should update after player.
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<BoneAttachmentSystem>(updateOrderLevel);
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