Spawner, SpawnPoint and PlayerSpawn components, and base work on their systems
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#include "Core/System.h"
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#include "Input/EInputCommand.h"
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#include "Events/ESpawnerSpawn.h"
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class PlayerSpawnSystem : public ImpureSystem
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{
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public:
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PlayerSpawnSystem(EventBroker* eventBroker);
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virtual void Update(World* world, double dt) override;
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private:
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EventRelay<PlayerSpawnSystem, Events::InputCommand> m_OnInputCommand;
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bool OnInputCommand(const Events::InputCommand& e);
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std::vector<int> m_SpawnRequests;
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};
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