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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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@@ -4,7 +4,7 @@
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#include "SkillComponent.h"
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void CoilBackpackBase::OnFactionTriggerItemEquipped(Entity* itemOwner, LWOOBJID itemObjId) {
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itemOwner->Subscribe(itemObjId, this, "HitOrHealResult");
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itemOwner->Subscribe(this, "HitOrHealResult");
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itemOwner->SetVar<uint8_t>(u"coilCount", 0);
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}
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@@ -21,5 +21,5 @@ void CoilBackpackBase::NotifyHitOrHealResult(Entity* self, Entity* attacker, int
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}
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void CoilBackpackBase::OnFactionTriggerItemUnequipped(Entity* itemOwner, LWOOBJID itemObjId) {
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itemOwner->Unsubscribe(itemObjId, "HitOrHealResult");
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itemOwner->Unsubscribe(this, "HitOrHealResult");
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}
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