Spawner, SpawnPoint and PlayerSpawn components, and base work on their systems
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@@ -43,7 +43,7 @@ template <typename ContextType, typename EventType>
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class EventRelay : public BaseEventRelay
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{
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public:
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typedef std::function<bool(const EventType&)> CallbackType;
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typedef std::function<bool(EventType&)> CallbackType;
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EventRelay()
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: m_Callback(nullptr)
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@@ -65,7 +65,7 @@ template <typename ContextType, typename EventType>
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bool EventRelay<ContextType, EventType>::Receive(const std::shared_ptr<Event> event)
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{
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if (m_Callback != nullptr) {
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return m_Callback(*static_cast<const EventType*>(event.get()));
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return m_Callback(*static_cast<EventType*>(event.get()));
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} else {
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return false;
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}
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