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chore: Change entity and component logic to use bitstream references (#1468)
* chore: Change entity and component logic to use bitstream references * merge
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@@ -6,7 +6,7 @@
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#include "EntityManager.h"
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#include "BehaviorContext.h"
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void DarkInspirationBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
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void DarkInspirationBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, const BehaviorBranchContext branch) {
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auto* target = Game::entityManager->GetEntity(branch.target);
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if (target == nullptr) {
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@@ -25,7 +25,7 @@ void DarkInspirationBehavior::Handle(BehaviorContext* context, RakNet::BitStream
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}
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}
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void DarkInspirationBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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void DarkInspirationBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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auto* target = Game::entityManager->GetEntity(branch.target);
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if (target == nullptr) {
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