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fix: Remove pending timer logic (#1416)
* remove pending timers they serve no purpose anymore since iterator invalidation is a non-issue. I added this initially to make it so if you added a timer this frame, there would be at least 1 frame before you would start it, but this in practice doesnt serve a purpose * timers still work
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@@ -330,9 +330,7 @@ protected:
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std::unordered_map<eReplicaComponentType, Component*> m_Components;
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std::vector<EntityTimer> m_Timers;
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std::vector<EntityTimer> m_PendingTimers;
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std::vector<EntityCallbackTimer> m_CallbackTimers;
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std::vector<EntityCallbackTimer> m_PendingCallbackTimers;
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bool m_ShouldDestroyAfterUpdate = false;
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