Pause and Resume events completed and game-crashing bug fixed. I think.
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@@ -8,6 +8,7 @@
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void dd::Systems::TravellingSystem::Initialize()
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{
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EVENT_SUBSCRIBE_MEMBER(m_EPause, &TravellingSystem::OnPause);
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EVENT_SUBSCRIBE_MEMBER(m_EResume, &TravellingSystem::OnResume);
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EVENT_SUBSCRIBE_MEMBER(m_EStageCleared, &TravellingSystem::OnStageCleared);
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}
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@@ -30,6 +31,10 @@ void dd::Systems::TravellingSystem::Update(double dt)
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void dd::Systems::TravellingSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
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{
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if (m_Pause) {
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return;
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}
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auto templateCheck = m_World->GetComponent<Components::Template>(entity);
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if (templateCheck != nullptr){ return; }
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@@ -75,17 +80,20 @@ void dd::Systems::TravellingSystem::UpdateEntity(double dt, EntityID entity, Ent
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bool dd::Systems::TravellingSystem::OnPause(const dd::Events::Pause &event)
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{
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if (event.Type != "TravellingSystem" && event.Type != "All") {
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/*if (event.Type != "TravellingSystem" && event.Type != "All") {
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return false;
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}
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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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}*/
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m_Pause = true;
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return true;
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}
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bool dd::Systems::TravellingSystem::OnResume(const dd::Events::Resume &event)
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{
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/*if (event.Type != "TravellingSystem" && 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::TravellingSystem::OnStageCleared(const dd::Events::StageCleared &event)
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{
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