Merge remote-tracking branch 'origin/master' into havok
Conflicts: vs11/Returngeance/Returngeance.vcxproj.filters
This commit is contained in:
@@ -0,0 +1,20 @@
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#ifndef Components_TowerDebris_h__
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#define Components_TowerDebris_h__
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#include "Component.h"
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#include <string>
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#include <vector>
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namespace Components
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{
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struct TowerDebris : Component
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{
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std::vector<EntityID> TowerDebrisIDs;
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virtual TowerDebris* Clone() const override { return new TowerDebris(*this); }
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};
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}
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#endif // Components_TowerDebris_h__
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+56
-1
@@ -112,6 +112,51 @@ void GameWorld::Initialize()
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EventBroker->Publish(e);
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}
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#pragma region Tower_Debris_Template
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{
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auto debri = CreateEntity();
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AddComponent<Components::Template>(debri);
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auto transform = AddComponent<Components::Transform>(debri);
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transform->Position = glm::vec3(0.f, 4.12801f, 1.18125f);
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auto model = AddComponent<Components::Model>(debri);
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model->ModelFile = "Models/Turret/Gun/Gun.obj";
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auto physics = AddComponent<Components::Physics>(debri);
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physics->MotionType = Components::Physics::MotionTypeEnum::Dynamic;
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physics->Mass = 200.f;
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physics->Restitution = .04f;
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physics->Friction = 0.9f;
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auto shape = CreateEntity(debri);
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auto shapetransform = AddComponent<Components::Transform>(shape);
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auto shapemesh = AddComponent<Components::MeshShape>(shape);
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shapemesh->ResourceName = "Models/Turret/Gun/Gun.obj";
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m_TowerDebrisTemplates.push_back(debri);
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}
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{
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auto debri = CreateEntity();
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AddComponent<Components::Template>(debri);
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auto transform = AddComponent<Components::Transform>(debri);
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transform->Position = glm::vec3(0.f, 5.889f-0.92791f, 0.f);
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auto model = AddComponent<Components::Model>(debri);
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model->ModelFile = "Models/Turret/GunRotation/GunRotation.obj";
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auto physics = AddComponent<Components::Physics>(debri);
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physics->MotionType = Components::Physics::MotionTypeEnum::Dynamic;
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physics->Mass = 200.f;
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physics->Restitution = .04f;
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physics->Friction = 0.9f;
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auto shape = CreateEntity(debri);
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auto shapetransform = AddComponent<Components::Transform>(shape);
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auto shapemesh = AddComponent<Components::MeshShape>(shape);
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shapemesh->ResourceName = "Models/Turret/GunRotation/GunRotation.obj";
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m_TowerDebrisTemplates.push_back(debri);
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}
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#pragma endregion
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#pragma region Wall_Debris_Template
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{
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@@ -734,6 +779,9 @@ EntityID GameWorld::CreateTower(EntityID parent, glm::vec3 pos, int teamID)
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turretComponent->ShotTemplate = m_ShotTemplate;
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turretComponent->ShotSpeed = 40.f;
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auto debrisComponent = AddComponent<Components::TowerDebris>(towerBase);
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debrisComponent->TowerDebrisIDs = m_TowerDebrisTemplates;
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CommitEntity(towerBase);
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return towerBase;
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@@ -1330,7 +1378,7 @@ void GameWorld::CreateBase(glm::quat orientation, int teamID)
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CreateWall(base, glm::vec3(273.f, 40.3f, -15.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
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CreateWall(base, glm::vec3(273.f, 40.3f, 15.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
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CreateWall(base, glm::vec3(273.f, 40.3f, 25.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
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CreateTower(base, glm::vec3(290.f, 40.3f, 15.f), teamID);
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//CreateTower(base, glm::vec3(290.f, 40.3f, 15.f), teamID);
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// -Z
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CreateWall(base, glm::vec3(280.f, 40.3f, -62.f), glm::quat(glm::vec3(0, 0, 0)));
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@@ -1363,6 +1411,13 @@ void GameWorld::CreateBase(glm::quat orientation, int teamID)
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CreateWall(base, glm::vec3(340.f, 40.3f, 32.f), glm::quat(glm::vec3(0, 0, 0)));
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CreateWall(base, glm::vec3(350.f, 40.3f, 32.f), glm::quat(glm::vec3(0, 0, 0)));
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CreateTower(base, glm::vec3(273.01227f, 40.43885f, 32.99123f), teamID);
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CreateTower(base, glm::vec3(273.01227f, 40.30102f, -62.82098f), teamID);
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CreateTower(base, glm::vec3(357.36978f, 40.43885f, -62.82098f), teamID);
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CreateTower(base, glm::vec3(357.36978f, 40.43885f, 32.99123f), teamID);
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CreateTower(base, glm::vec3(119.64996f, 28.90156f, 16.63123f), teamID);
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CreateTower(base, glm::vec3(119.05541f, 29.54314f, 18.33529f), teamID);
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CreateGarage(base, glm::vec3(323.2f, 41.4f, -10.2f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)), teamID);
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CreateFlag(base, glm::vec3(291.f, 41.7412f, -36.2f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)), teamID);
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@@ -94,6 +94,7 @@ private:
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void CreateBase(glm::quat orientation, int playerID);
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void CreateFlag(EntityID parent, glm::vec3 position, glm::quat orientation, int TeamID);
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std::vector<EntityID> m_WallDebrisTemplates;
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std::vector<EntityID> m_TowerDebrisTemplates;
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EntityID m_ShotTemplate;
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};
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@@ -7,12 +7,15 @@ void Systems::TowerSystem::RegisterComponents( ComponentFactory* cf )
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cf->Register<Components::Tower>([]() { return new Components::Tower(); });
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cf->Register<Components::Turret>([]() { return new Components::Turret(); });
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cf->Register<Components::TurretShot>([]() {return new Components::TurretShot(); });
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cf->Register<Components::TowerDebris>([]() {return new Components::TowerDebris(); });
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}
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void Systems::TowerSystem::Initialize()
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{
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//EVENT_SUBSCRIBE_MEMBER(m_eDamage, &Systems::TowerSystem::Damage);
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EVENT_SUBSCRIBE_MEMBER(m_ECollision, &Systems::TowerSystem::OnCollision);
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EVENT_SUBSCRIBE_MEMBER(m_eDamage, &Systems::TowerSystem::Damage);
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Temp_m_TimeSinceLastShot = 0;
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}
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@@ -21,6 +24,58 @@ void Systems::TowerSystem::Update( double dt )
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}
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bool Systems::TowerSystem::Damage( const Events::Damage &event )
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{
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auto debrisComponent = m_World->GetComponent<Components::TowerDebris>(event.Entity);
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if(!debrisComponent)
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{
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return false;
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}
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LOG_INFO("TowerSystem::Damage");
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// Change to damage model
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auto wallhealthcomponent = m_World->GetComponent<Components::Health>(event.Entity);
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if(wallhealthcomponent->Amount > 0)
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{
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return false;
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}
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LOG_INFO("Entity %i is dead", event.Entity);
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auto entitytransform = m_World->GetComponent<Components::Transform>(event.Entity);
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if(!entitytransform)
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return false;
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//auto transformComponent = m_World->GetComponent<Components::Transform>(event.Entity);
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Components::Transform transformComponent = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(event.Entity);
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// Spawn debris
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for(auto d : debrisComponent->TowerDebrisIDs)
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{
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auto debris = m_World->CloneEntity(d);
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auto transform = m_World->GetComponent<Components::Transform>(debris);
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Components::Transform absolutetransformComponent = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(debris);
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transform->Orientation = transform->Orientation * transformComponent.Orientation;
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transform->Position = transform->Orientation * transform->Position + transformComponent.Position;
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//DO STUFF! :D
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float distance = glm::distance(transform->Position, transformComponent.Position);
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float radius = 15.f;
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float strength = (1.f - pow(distance / radius, 2)) * 2000.f;
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glm::vec3 direction = glm::normalize(transformComponent.Position - transform->Position);
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Events::ApplyPointImpulse e;
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e.Entity = debris;
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e.Impulse = direction * strength;
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e.Position = transformComponent.Position;
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EventBroker->Publish(e);
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}
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entitytransform->Position = glm::vec3(0.f, -50000000.f, 0.f);
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return true;
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}
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void Systems::TowerSystem::UpdateEntity( double dt, EntityID entity, EntityID parent )
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{
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auto towerComponent = m_World->GetComponent<Components::Tower>(entity);
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@@ -48,7 +103,7 @@ void Systems::TowerSystem::UpdateEntity( double dt, EntityID entity, EntityID pa
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for(auto player : *players)
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{
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auto playerComponent = std::dynamic_pointer_cast<Components::Player>(player);
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if(towerComponent->ID != playerComponent->ID) //!= betyder att den bara targetar sitt eget lag, == fienden.
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if(towerComponent->ID == playerComponent->ID) //!= betyder att den bara targetar sitt eget lag, == fienden.
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continue;
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auto playerTransform = m_World->GetComponent<Components::Transform>(player->Entity);
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@@ -9,10 +9,14 @@
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#include "Components/Turret.h"
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#include "Components/TurretShot.h"
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#include "Components/Health.h"
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#include "Components/TowerDebris.h"
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#include "Components/Model.h"
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#include "Events/SetVelocity.h"
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#include "Events/CreateExplosion.h"
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#include "Events/Collision.h"
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#include "Events/Damage.h"
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#include "Events/ApplyPointImpulse.h"
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@@ -37,6 +41,8 @@ namespace Systems
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EventRelay<TowerSystem, Events::Collision> m_ECollision;
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bool OnCollision(const Events::Collision &e);
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EventRelay<TowerSystem, Events::Damage> m_eDamage;
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bool Damage(const Events::Damage &event);
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private:
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