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I realized I should check that the entity owns the component before treating it as existing when adding an existing component, then noticed that Ent_RemoveComponent didn't check before removing the component. I imagine that would have been a fun debug session :P |
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.. | ||
test | ||
camera.c | ||
component.c | ||
entity.c | ||
hierarchy.c | ||
light.c | ||
Makemodule.am | ||
scene.c | ||
transform.c |