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chore: Remove dpEntity pointers from collision checking (#1529)
* chore: Remove dpEntity pointers from collision checking * Update fn documentation in ProximityMonitorComponent.h * use more idiomatic method to calculate vector index * feedback * missed a ranges::find replacement * adjust for feedback. last changes tonight. * okay, also remove unneeded include. then sleep. * for real tho * update to use unordered_set instead of set
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@@ -150,13 +150,13 @@ void BaseCombatAIComponent::Update(const float deltaTime) {
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m_dpEntityEnemy->SetPosition(m_Parent->GetPosition());
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//Process enter events
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for (auto en : m_dpEntity->GetNewObjects()) {
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m_Parent->OnCollisionPhantom(en->GetObjectID());
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for (const auto id : m_dpEntity->GetNewObjects()) {
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m_Parent->OnCollisionPhantom(id);
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}
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//Process exit events
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for (auto en : m_dpEntity->GetRemovedObjects()) {
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m_Parent->OnCollisionLeavePhantom(en->GetObjectID());
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for (const auto id : m_dpEntity->GetRemovedObjects()) {
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m_Parent->OnCollisionLeavePhantom(id);
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}
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// Check if we should stop the tether effect
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