void update(float frameTime){ removeDeadEntities(); iterating = true; for (auto& entity : entities){ entity->update(frameTime); } iterating = false; addQueueComponents(); }
void ETHEntityArray::unique() { removeDeadEntities(); std::set<ETHEntityRawPtr> entitySet; for (std::vector<ETHEntityRawPtr>::iterator iter = m_vector.begin(); iter != m_vector.end(); ++iter) { entitySet.insert(*iter); } clear(); for (std::set<ETHEntityRawPtr>::iterator iter = entitySet.begin(); iter != entitySet.end(); ++iter) { push_back(*iter); } }