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oh come on, another tiny simplification now that IDs are really unique
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1 changed files with 4 additions and 8 deletions
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@ -758,20 +758,16 @@ bool Game::removeEntityAtCursor()
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bool Game::removeEntity(Entity *selected)
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bool Game::removeEntity(Entity *selected)
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{
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{
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const int id = selected->getID();
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selected->setState(Entity::STATE_DEAD);
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selected->setState(Entity::STATE_DEAD);
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selected->safeKill();
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selected->safeKill();
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for (size_t i = 0; i < entitySaveData.size(); i++)
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for (size_t i = 0; i < entitySaveData.size(); i++)
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{
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{
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if (entitySaveData[i].x == int(selected->startPos.x) && entitySaveData[i].y == int(selected->startPos.y))
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if (entitySaveData[i].id == id)
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{
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{
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std::vector<EntitySaveData> copy = entitySaveData;
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entitySaveData.erase(entitySaveData.begin() + i);
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entitySaveData.clear();
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for (size_t j = 0; j < copy.size(); j++)
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{
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if (j != i)
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entitySaveData.push_back(copy[j]);
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}
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return true;
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return true;
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}
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}
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}
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}
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