refactor and cleanup player controller
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@@ -66,7 +66,6 @@ entityid_t Entities::spawn(
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dynamic::Map_sptr saved,
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entityid_t uid)
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{
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std::cout << "spawn entity " << def.name << std::endl;
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auto rig = level->content->getRig(def.rigName);
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if (rig == nullptr) {
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throw std::runtime_error("rig "+def.rigName+" not found");
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@@ -109,10 +108,8 @@ entityid_t Entities::spawn(
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componentName, entity_funcs_set {}, nullptr);
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scripting.components.emplace_back(std::move(component));
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}
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std::cout << "on_entity_spawn" << std::endl;
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scripting::on_entity_spawn(
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def, id, scripting.components, std::move(args), std::move(saved));
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std::cout << "done" << std::endl;
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return id;
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}
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