New assets, FadeOutComponent, Some MuzzleFlash entities, Changes to ray. Muzzleflash rotation
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#include "Systems/FadeOutSystem.h"
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void FadeOutSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cFadeOut, double dt)
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{
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//if (dt == 0.0) {
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// return;
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//}
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//if (!entity.Valid()) {
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// return;
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//}
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//double& lifetime = cLifetime["Lifetime"];
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//lifetime -= dt;
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//if (lifetime <= 0.0) {
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// m_Deletions.push_back(entity);
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//}
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}
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