Pause and Resume events completed and game-crashing bug fixed. I think.
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@@ -10,6 +10,7 @@ void dd::Systems::KrakenSystem::Initialize()
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std::random_device rd;
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m_RandomGenerator = std::mt19937(rd());
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EVENT_SUBSCRIBE_MEMBER(m_EPause, &KrakenSystem::OnPause);
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EVENT_SUBSCRIBE_MEMBER(m_EResume, &KrakenSystem::OnResume);
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EVENT_SUBSCRIBE_MEMBER(m_EKrakenAppear, &KrakenSystem::OnKrakenAppear);
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EVENT_SUBSCRIBE_MEMBER(m_EKrakenAttack, &KrakenSystem::OnKrakenAttack);
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EVENT_SUBSCRIBE_MEMBER(m_EBrickGenerating, &KrakenSystem::OnBrickGenerating);
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@@ -51,7 +52,9 @@ void dd::Systems::KrakenSystem::InitializeObjects()
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void dd::Systems::KrakenSystem::Update(double dt)
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{
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if (m_Pause) {
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return;
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}
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}
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void dd::Systems::KrakenSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
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@@ -105,18 +108,24 @@ void dd::Systems::KrakenSystem::UpdateEntity(double dt, EntityID entity, EntityI
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bool dd::Systems::KrakenSystem::OnPause(const dd::Events::Pause &event)
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{
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if (event.Type != "KrakenSystem" && event.Type != "All") {
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/*if (event.Type != "KrakenSystem" && event.Type != "All") {
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return false;
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}
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}*/
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m_Pause = true;
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if (IsPaused()) {
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SetPause(false);
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} else {
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SetPause(true);
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}
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return true;
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}
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bool dd::Systems::KrakenSystem::OnResume(const dd::Events::Resume &event)
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{
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/*if (event.Type != "KrakenSystem" && event.Type != "All") {
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return false;
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}*/
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m_Pause = false;
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return true;
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}
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bool dd::Systems::KrakenSystem::OnKrakenAppear(const dd::Events::KrakenAppear &event)
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{
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auto ent = m_World->CloneEntity(m_KrakenTemplate);
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