add tracing for performance profiling
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@@ -8,6 +8,7 @@
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#include "SensorRangeComponent.h"
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#include "ShipIdentityComponent.h"
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#include "ThreatResponseBehaviorComponent.h"
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#include "tracing.h"
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#include "WeaponComponent.h"
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static constexpr Tick kWeaponImpactDelayTicks = 5;
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@@ -22,6 +23,7 @@ void CombatSystem::tick(Tick currentTick,
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BuildingSystem& /*buildings*/,
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std::vector<FireEvent>& outFireEvents)
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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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admin.forEach<WeaponComponent, ModuleOwnerComponent>(
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[&](entt::entity /*e*/, WeaponComponent& weapon, const ModuleOwnerComponent& owner)
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@@ -124,6 +126,7 @@ void CombatSystem::resolveWeapon(
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void CombatSystem::applyPendingDamage(Tick currentTick, EntityAdmin& admin)
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{
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TRACE();
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std::vector<PendingDamage>::iterator it = m_pendingDamage.begin();
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while (it != m_pendingDamage.end())
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{
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