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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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@@ -54,7 +54,7 @@ void AgSurvivalBuffStation::OnTimerDone(Entity* self, std::string timerName) {
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auto team = self->GetVar<std::vector<LWOOBJID>>(u"BuilderTeam");
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for (auto memberID : team) {
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auto member = EntityManager::Instance()->GetEntity(memberID);
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if (member != nullptr && !member->GetIsDead()) {
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if (member != nullptr && !member->IsDead()) {
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GameMessages::SendDropClientLoot(member, self->GetObjectID(), powerupToDrop, 0, self->GetPosition());
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} else {
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// If player left the team or left early erase them from the team variable.
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