switch to using own event system
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@@ -6,7 +6,6 @@ SET(HDRS
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${CMAKE_CURRENT_SOURCE_DIR}/EntityAdmin.h
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${CMAKE_CURRENT_SOURCE_DIR}/Blueprint.h
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${CMAKE_CURRENT_SOURCE_DIR}/BuildingId.h
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${CMAKE_CURRENT_SOURCE_DIR}/FireEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/ItemType.h
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${CMAKE_CURRENT_SOURCE_DIR}/Item.h
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${CMAKE_CURRENT_SOURCE_DIR}/Port.h
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@@ -1,15 +0,0 @@
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#pragma once
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#include "Tick.h"
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#include "entt/entity/entity.hpp"
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// Transient record emitted each time a weapon fires (REQ-SHP-FIRING,
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// REQ-SHP-FIRING-BEAM). Buffered in a sim-owned queue and drained by the
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// renderer each frame to draw the 0.3-second laser beam.
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struct FireEvent
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{
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entt::entity shooter;
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entt::entity target;
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Tick emittedAt;
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};
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