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Organize Entity header
Probably the third or fourth pass of this darn header... Just keep making it better every time Rename some functions to make more sense to a reader Use different method for Observing/subscribing to component events Get rid of abomination of overloading GetParentUser
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@@ -180,7 +180,7 @@ void BaseCombatAIComponent::Update(const float deltaTime) {
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m_SoftTimer -= deltaTime;
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}
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if (m_Disabled || m_ParentEntity->GetIsDead())
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if (m_Disabled || m_ParentEntity->IsDead())
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return;
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bool stunnedThisFrame = m_Stunned;
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CalculateCombat(deltaTime); // Putting this here for now
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