switch to using own event system
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@@ -21,7 +21,7 @@ CombatSystem::CombatSystem(const GameConfig& config)
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void CombatSystem::tick(Tick currentTick,
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EntityAdmin& admin,
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BuildingSystem& /*buildings*/,
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std::vector<FireEvent>& outFireEvents)
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std::vector<WeaponFiredEvent>& outWeaponFiredEvents)
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{
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TRACE();
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// All weapons (ships and stations) are child entities linked via ModuleOwnerComponent.
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@@ -35,7 +35,7 @@ void CombatSystem::tick(Tick currentTick,
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}
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const PositionComponent& pos = admin.get<PositionComponent>(owner.owner);
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const FactionComponent& faction = admin.get<FactionComponent>(owner.owner);
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resolveWeapon(owner.owner, weapon, pos, faction, currentTick, admin, outFireEvents);
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resolveWeapon(owner.owner, weapon, pos, faction, currentTick, admin, outWeaponFiredEvents);
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});
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}
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@@ -46,7 +46,7 @@ void CombatSystem::resolveWeapon(
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const FactionComponent& ownFaction,
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Tick currentTick,
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EntityAdmin& admin,
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std::vector<FireEvent>& out)
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std::vector<WeaponFiredEvent>& out)
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{
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if (weapon.cooldownTicks > 0.0f)
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{
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@@ -115,7 +115,7 @@ void CombatSystem::resolveWeapon(
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m_pendingDamage.push_back({targetEntity, weapon.damage,
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currentTick + kWeaponImpactDelayTicks});
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FireEvent evt;
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WeaponFiredEvent evt;
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evt.shooter = shipEntity;
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evt.target = targetEntity;
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evt.emittedAt = currentTick;
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