fix iterating on dead entities after player dies
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@@ -60,6 +60,10 @@ func (system *DestroyableSystem) Update() error {
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doorposition, renderable, door := query.Get()
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for player := range playerobserver.Entities {
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if !system.World.Alive(player) {
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continue
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}
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playerposition := (*Position)(system.World.Get(player, posID))
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playervelocity := (*Velocity)(system.World.Get(player, veloID))
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@@ -60,6 +60,10 @@ func (system *TransientSystem) Update() error {
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transientposition, _, transient := query.Get()
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for player := range playerobserver.Entities {
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if !system.World.Alive(player) {
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continue
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}
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playerposition := (*Position)(system.World.Get(player, posID))
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playervelocity := (*Velocity)(system.World.Get(player, veloID))
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