Working Spawner, SpawnPoint, PlayerSpawn and Team components, along with their systems.
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@@ -1,6 +1,8 @@
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#include "Core/EntityWrapper.h"
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#include "Core/World.h"
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const EntityWrapper EntityWrapper::Invalid = EntityWrapper(nullptr, EntityID_Invalid);
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bool EntityWrapper::operator==(const EntityWrapper& e)
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{
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return (this->World == e.World) && (this->ID == e.ID);
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@@ -63,7 +63,7 @@ void InputProxy::Process()
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e.Command = command;
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e.Value = currentValue;
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m_EventBroker->Publish(e);
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LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, e.PlayerID);
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//LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, e.PlayerID);
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m_LastCommandValues[command] = currentValue;
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}
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}
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@@ -79,7 +79,7 @@ void InputProxy::Process()
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}
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//e.Value = std::max(-1.f, std::min(e.Value, 1.f));
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m_EventBroker->Publish(e);
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LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, e.PlayerID);
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//LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, e.PlayerID);
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}
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m_CommandQueue.clear();
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}
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