Backing out some temporary debugging code
Signed-off-by: kberg-amzn <karlberg@amazon.com>
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@@ -50,7 +50,7 @@ namespace AZ
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}
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}
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else
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else
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{
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{
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//AZLOG_WARN("ScheduledEventHandle event pointer doesn't match to the pointer of handle to the event.");
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AZLOG_WARN("ScheduledEventHandle event pointer doesn't match to the pointer of handle to the event.");
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}
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}
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}
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}
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return false; // Event has been deleted, so the handle class must be deleted after this function.
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return false; // Event has been deleted, so the handle class must be deleted after this function.
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@@ -241,10 +241,6 @@ namespace Multiplayer
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{
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{
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AZ::Entity* entity = it->second;
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AZ::Entity* entity = it->second;
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NetBindComponent* netBindComponent = m_networkEntityTracker.GetNetBindComponent(entity);
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NetBindComponent* netBindComponent = m_networkEntityTracker.GetNetBindComponent(entity);
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if (netBindComponent == nullptr)
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{
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continue;
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}
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AZ::Aabb entityBounds = AZ::Interface<AzFramework::IEntityBoundsUnion>::Get()->GetEntityWorldBoundsUnion(entity->GetId());
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AZ::Aabb entityBounds = AZ::Interface<AzFramework::IEntityBoundsUnion>::Get()->GetEntityWorldBoundsUnion(entity->GetId());
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entityBounds.Expand(AZ::Vector3(0.01f));
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entityBounds.Expand(AZ::Vector3(0.01f));
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if (netBindComponent->GetNetEntityRole() == NetEntityRole::Authority)
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if (netBindComponent->GetNetEntityRole() == NetEntityRole::Authority)
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