Better narration processing
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@@ -172,14 +172,18 @@ PhysicsModule::PhysicsModule(flecs::world &ecs)
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.event(flecs::OnRemove)
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.each([&](flecs::entity e, const JPH::BodyID &id) {
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JoltPhysicsWrapper::getSingleton().removeBody(id);
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JoltPhysicsWrapper::getSingleton().destroyBody(id);
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if (e.has<CharacterBase>() || e.has<Character>())
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return;
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JoltPhysicsWrapper::getSingleton().destroyBody(id);
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std::cout << "body destroyed" << std::endl;
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});
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ecs.observer<const EngineData, const CharacterBase>("SetupCharacterPh")
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.event(flecs::OnSet)
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ecs.system<const EngineData, const CharacterBase>("SetupCharacterPh")
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.kind(flecs::OnUpdate)
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.with<Character>()
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.without<CharacterBody>()
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.write<CharacterBody>()
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.without<CharacterBody>()
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.without<JPH::BodyID>()
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.write<CharacterBody>()
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.write<JPH::BodyID>()
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.each([](flecs::entity e, const EngineData &eng,
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const CharacterBase &base) {
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CharacterBody &b = e.ensure<CharacterBody>();
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