CLEANUP
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f301cede21
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@ -110,7 +110,7 @@ void GameLayer::onUpdate()
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camera->move(moveDir, 0.5f);
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camera->move(moveDir, 0.5f);
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tileHighlightSystem->update(*entityManager, *mousePicker, *camera);
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tileHighlightSystem->update(*entityManager, *mousePicker, *camera);
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buildingPlacementSystem->update(*entityManager, *gameMode, 0, *turnState);
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buildingPlacementSystem->update(*entityManager, *gameMode, 0, *turnState);
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renderSystem->render(*entityManager, *renderer);
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RenderSystem::render(*entityManager, *renderer);
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renderer->render(*light, *camera);
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renderer->render(*light, *camera);
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}
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}
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@ -40,7 +40,6 @@ private:
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std::vector<std::shared_ptr<Entity>> mapEntities;
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std::vector<std::shared_ptr<Entity>> mapEntities;
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std::vector<std::shared_ptr<Entity>> entities;
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std::vector<std::shared_ptr<Entity>> entities;
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std::unique_ptr<RenderSystem> renderSystem = std::make_unique<RenderSystem>();
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std::unique_ptr<TileHighlightSystem> tileHighlightSystem = std::make_unique<TileHighlightSystem>();
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std::unique_ptr<TileHighlightSystem> tileHighlightSystem = std::make_unique<TileHighlightSystem>();
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std::unique_ptr<BuildingPlacementSystem> buildingPlacementSystem = std::make_unique<BuildingPlacementSystem>();
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std::unique_ptr<BuildingPlacementSystem> buildingPlacementSystem = std::make_unique<BuildingPlacementSystem>();
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std::unique_ptr<EntityManager> entityManager = std::make_unique<EntityManager>();
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std::unique_ptr<EntityManager> entityManager = std::make_unique<EntityManager>();
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