Changed some files so it works with the changes in master. (weaponsystem,capturepoint,some tests)
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@@ -1,7 +1,7 @@
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#include "Systems/WeaponSystem.h"
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WeaponSystem::WeaponSystem(EventBroker* eventBroker, IRenderer* renderer)
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: System(eventBroker)
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WeaponSystem::WeaponSystem(World* world, EventBroker* eventBroker, IRenderer* renderer)
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: System(world, eventBroker)
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, ImpureSystem()
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, m_Renderer(renderer)
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{
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@@ -9,7 +9,7 @@ WeaponSystem::WeaponSystem(EventBroker* eventBroker, IRenderer* renderer)
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EVENT_SUBSCRIBE_MEMBER(m_EShoot, &WeaponSystem::OnShoot);
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}
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void WeaponSystem::Update(World* world, double dt)
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void WeaponSystem::Update(double dt)
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{
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for (int i = m_EShootVector.size(); i > 0; i--)
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{
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@@ -22,7 +22,7 @@ void WeaponSystem::Update(World* world, double dt)
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continue;
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}
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//if its a player, do PlayerDamage event
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const bool hasPlayerComponent = world->HasComponent(pickDataFromShot.Entity, "Player");
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const bool hasPlayerComponent = m_World->HasComponent(pickDataFromShot.Entity, "Player");
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if (hasPlayerComponent) {
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Events::PlayerDamage ePlayerDamage;
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//TODO: damage based on weapontype/class?
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