Walls are now destroyable!
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#ifndef WallSystem_h__
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#define WallSystem_h__
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#include "System.h"
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#include "Events/OnDead.h"
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#include "Events/Damage.h"
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#include "Events/ApplyPointImpulse.h"
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#include "Components/Model.h"
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#include "Components/Wall.h"
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#include "Components/Transform.h"
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#include "Components/Physics.h"
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#include "Components/MeshShape.h"
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#include "Components/Tankshell.h"
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#include "Components/Health.h"
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namespace Systems
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{
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class WallSystem : public System
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{
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public:
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WallSystem(World* world, std::shared_ptr<::EventBroker> eventBroker, std::shared_ptr<::ResourceManager> resourceManager)
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: System(world, eventBroker, resourceManager) { }
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void Initialize() override;
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void RegisterComponents(ComponentFactory* cf) override;
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EventRelay<WallSystem, Events::Damage> m_eDamage;
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bool Damage(const Events::Damage &event);
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private:
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};
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}
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#endif // WallSystem_h__
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