Tiny compiler bug fix.
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@@ -154,7 +154,7 @@ bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e)
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if (e.Command == "PickTeam") {
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if (e.Command == "PickTeam") {
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iter->Team = (ComponentInfo::EnumType)e.Value;
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iter->Team = (ComponentInfo::EnumType)e.Value;
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} else {
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} else {
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iter->Class = static_cast<PlayerClass>(e.Value);
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iter->Class = static_cast<PlayerClass>((int)e.Value);
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}
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}
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} else if (m_PlayerEntities.count(e.PlayerID) == 0 || !m_PlayerEntities[e.PlayerID].Valid()) {
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} else if (m_PlayerEntities.count(e.PlayerID) == 0 || !m_PlayerEntities[e.PlayerID].Valid()) {
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// If player is not in queue to spawn, then create a spawn request,
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// If player is not in queue to spawn, then create a spawn request,
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@@ -168,7 +168,7 @@ bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e)
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// Should never get here, since you should have picked a team before you ever get a chance to pick class.
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// Should never get here, since you should have picked a team before you ever get a chance to pick class.
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LOG_WARNING("Sequence error: Should not be able to pick class before team");
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LOG_WARNING("Sequence error: Should not be able to pick class before team");
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req.Team = 1; // TODO: 1 Signifies spectator, should probably have real enum here later.
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req.Team = 1; // TODO: 1 Signifies spectator, should probably have real enum here later.
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req.Class = static_cast<PlayerClass>(e.Value);
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req.Class = static_cast<PlayerClass>((int)e.Value);
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}
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}
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m_SpawnRequests.push_back(req);
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m_SpawnRequests.push_back(req);
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} else {
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} else {
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