switch to using own event system
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@@ -259,9 +259,9 @@ void ArenaSimulation::tick()
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m_aiSystem->tickSalvageBehavior(m_admin, *m_scrapSystem, *m_buildingSystem);
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// Combat resolution (tick step 8).
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std::vector<FireEvent> fireEvents;
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m_combatSystem->tick(m_currentTick, m_admin, *m_buildingSystem, fireEvents);
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m_fireEvents.insert(m_fireEvents.end(), fireEvents.begin(), fireEvents.end());
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std::vector<WeaponFiredEvent> weaponFiredEvents;
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m_combatSystem->tick(m_currentTick, m_admin, *m_buildingSystem, weaponFiredEvents);
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m_weaponFiredEvents.insert(m_weaponFiredEvents.end(), weaponFiredEvents.begin(), weaponFiredEvents.end());
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m_combatSystem->applyPendingDamage(m_currentTick, m_admin);
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// Deaths (tick step 9, simplified).
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@@ -393,10 +393,10 @@ void ArenaSimulation::tickOnce()
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}
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}
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std::vector<FireEvent> ArenaSimulation::drainFireEvents()
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std::vector<WeaponFiredEvent> ArenaSimulation::drainWeaponFiredEvents()
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{
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std::vector<FireEvent> result;
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result.swap(m_fireEvents);
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std::vector<WeaponFiredEvent> result;
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result.swap(m_weaponFiredEvents);
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return result;
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}
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