Dont allow spawning netbound entities by default, we first need to initialize multiplayer and know our network agent type (dedicated-server/client-server/client). This will stop the editor playmode (which doesn't init multiplayer until it connects to the server) from spawning netbound entities
Signed-off-by: Gene Walters <genewalt@amazon.com>
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@@ -49,7 +49,7 @@ namespace AZ
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return m_entity->GetId();
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}
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AZ_Warning("System", false, "Can't get component %p entity ID as it is not attached to an entity yet!", this);
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AZ_Warning("System", false, "Can't get component (type: %s, addr: %p) entity ID as it is not attached to an entity yet!", RTTI_GetTypeName(), this);
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return EntityId();
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}
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@@ -60,7 +60,7 @@ namespace AZ
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return NamedEntityId(m_entity->GetId(), m_entity->GetName());
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}
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AZ_Warning("System", false, "Can't get component %p entity ID as it is not attached to an entity yet!", this);
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AZ_Warning("System", false, "Can't get component (type: %s, addr: %p) entity ID as it is not attached to an entity yet!", RTTI_GetTypeName(), this);
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return NamedEntityId();
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}
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@@ -230,7 +230,7 @@ namespace AZ
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EBUS_EVENT_ID(m_id, EntityBus, OnEntityDeactivated, m_id);
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EBUS_EVENT(EntitySystemBus, OnEntityDeactivated, m_id);
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AZ_Assert(m_state == State::Active, "Component should be in Active state to br Deactivated!");
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AZ_Assert(m_state == State::Active, "Component should be in Active state to be Deactivated!");
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SetState(State::Deactivating);
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for (ComponentArrayType::reverse_iterator it = m_components.rbegin(); it != m_components.rend(); ++it)
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