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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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@@ -9,7 +9,7 @@
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#include "ControllablePhysicsComponent.h"
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#include "eStateChangeType.h"
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void ImmunityBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
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void ImmunityBehavior::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) {
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@@ -51,7 +51,7 @@ void ImmunityBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitSt
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context->RegisterTimerBehavior(this, branch, target->GetObjectID());
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}
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void ImmunityBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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void ImmunityBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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Handle(context, bitStream, branch);
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}
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