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Fixed AddComponent for components with Copy function
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@@ -107,7 +107,7 @@ namespace GlitchyEngine.World
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{
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Log.EngineLogger.AssertDebug(!HasComponent<T>(), scope $"Entity already has component.");
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T* component = _scene._ecsWorld.AssignComponent<T>(_entity, value);
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T* component = _scene._ecsWorld.AssignComponent<T>(_entity);
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T.Copy(&value, component);
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