drop CombatSystem's unused BuildingSystem parameter
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@@ -267,8 +267,7 @@ void Simulation::tick()
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m_repairSystem->tick(m_currentTick, m_beamFiredEvents);
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// Step 8: combat resolution
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m_combatSystem->tick(m_currentTick, m_admin,
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*m_buildingSystem, m_beamFiredEvents);
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m_combatSystem->tick(m_currentTick, m_admin, m_beamFiredEvents);
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// Step 8b: deferred damage whose impact tick has arrived
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m_combatSystem->applyPendingDamage(m_currentTick, m_admin);
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