The logic for removing the world is working but when we send the map again the clients memory usage goes crazy.
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@@ -4,6 +4,7 @@
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#include "Core/System.h"
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#include "Input/EInputCommand.h"
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#include "Network/EPlayerDisconnected.h"
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#include "Game/Events/EReset.h"
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class SpectatorCameraSystem : public ImpureSystem
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{
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@@ -15,11 +16,14 @@ public:
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private:
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int m_PickedTeam;
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bool m_CamSetToTeamPick;
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void reset();
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EventRelay<SpectatorCameraSystem, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(const Events::InputCommand& e);
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EventRelay<SpectatorCameraSystem, Events::PlayerDisconnected> m_EDisconnect;
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bool OnDisconnect(const Events::PlayerDisconnected& e);
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EventRelay<SpectatorCameraSystem, Events::Reset> m_EReset;
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bool OnReset(const Events::Reset& e);
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};
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#endif
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