Fixed PlayerDeath being fired multiple times per frame on the server, causing multiple spawns and other weirdness
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@@ -10,8 +10,15 @@ HealthSystem::HealthSystem(SystemParams params)
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EVENT_SUBSCRIBE_MEMBER(m_InputCommand, &HealthSystem::OnInputCommand);
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}
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void HealthSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
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void HealthSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cHealth, double dt)
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{
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double& health = cHealth["Health"];
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if (health <= 0.0) {
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Events::PlayerDeath ePlayerDeath;
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ePlayerDeath.Player = entity;
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m_EventBroker->Publish(ePlayerDeath);
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//Note: we will delete the entity in PlayerDeathSystem
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}
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}
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bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
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@@ -20,13 +27,6 @@ bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
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double& health = cHealth["Health"];
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health -= e.Damage;
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if (health <= 0.0) {
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Events::PlayerDeath ePlayerDeath;
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ePlayerDeath.Player = e.Victim;
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m_EventBroker->Publish(ePlayerDeath);
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//Note: we will delete the entity in PlayerDeathSystem
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}
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return true;
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}
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