Tiny logic alteration so we don't get false warnings in debug.
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@@ -34,9 +34,12 @@ void TriggerSystem::UpdateComponent(World* world, EntityWrapper& entity, Compone
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throwLeaveIfWasInTrigger(m_EntitiesCompletelyInTrigger[tId], pId, tId);
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} else {
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//Entity is at least touching the trigger.
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AABB completelyInsideBox = AABB::FromOriginSize((*triggerBox).Origin(), (*triggerBox).Size() - 2.0f * (*playerBox).Size());
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if (Collision::AABBVsAABB(completelyInsideBox, *playerBox) &&
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glm::all(glm::greaterThan((*triggerBox).Size(), (*playerBox).Size()))) {
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AABB completelyInsideBox;
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bool playerFitsInTrigger = glm::all(glm::greaterThan((*triggerBox).Size(), (*playerBox).Size()));
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if (playerFitsInTrigger) {
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completelyInsideBox = AABB::FromOriginSize((*triggerBox).Origin(), (*triggerBox).Size() - 2.0f * (*playerBox).Size());
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}
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if (playerFitsInTrigger && Collision::AABBVsAABB(completelyInsideBox, *playerBox)) {
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//Entity is completely inside the trigger.
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//If it was only touching before, it is erased.
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m_EntitiesTouchingTrigger[tId].erase(pId);
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