fix iterating on dead entities after player dies
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b0a8060d5b
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2e3acf4ec4
@ -4,11 +4,11 @@ Background: background-lila
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#############
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#############
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# #
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# t #
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#> S # #
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#> S # #
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# ># >#
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# ># ^#
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#< # #
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#< #W#####
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# v# <#
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# o v# o#
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#############
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#############
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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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doorposition, renderable, door := query.Get()
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for player := range playerobserver.Entities {
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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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playerposition := (*Position)(system.World.Get(player, posID))
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playervelocity := (*Velocity)(system.World.Get(player, veloID))
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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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transientposition, _, transient := query.Get()
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for player := range playerobserver.Entities {
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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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playerposition := (*Position)(system.World.Get(player, posID))
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playervelocity := (*Velocity)(system.World.Get(player, veloID))
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playervelocity := (*Velocity)(system.World.Get(player, veloID))
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