diff --git a/SHADE_Managed/src/Engine/GameObject.cxx b/SHADE_Managed/src/Engine/GameObject.cxx
index de4c614e..da9343c4 100644
--- a/SHADE_Managed/src/Engine/GameObject.cxx
+++ b/SHADE_Managed/src/Engine/GameObject.cxx
@@ -139,8 +139,8 @@ namespace SHADE
/*---------------------------------------------------------------------------------*/
/* Constructors */
/*---------------------------------------------------------------------------------*/
- GameObject::GameObject(EntityID entity)
- : entity { entity }
+ GameObject::GameObject(const SHEntity& entity)
+ : entity { entity.GetEID() }
{}
GameObject::GameObject(Entity entity)
diff --git a/SHADE_Managed/src/Engine/GameObject.hxx b/SHADE_Managed/src/Engine/GameObject.hxx
index 780b2957..723d9cec 100644
--- a/SHADE_Managed/src/Engine/GameObject.hxx
+++ b/SHADE_Managed/src/Engine/GameObject.hxx
@@ -207,7 +207,7 @@ namespace SHADE
///
/// The ECS Entity that this GameObject should represent.
///
- GameObject(SHEntity entity);
+ GameObject(const SHEntity& entity);
///
/// Constructor for the GameObject.
///
diff --git a/SHADE_Managed/src/Math/Vector2.cxx b/SHADE_Managed/src/Math/Vector2.cxx
index 276c6ea8..d12ec72a 100644
--- a/SHADE_Managed/src/Math/Vector2.cxx
+++ b/SHADE_Managed/src/Math/Vector2.cxx
@@ -204,11 +204,11 @@ namespace SHADE
return target;
// Calculate new position
- const Vector2 DELTA = (target - current).GetNormalised() * maxDistanceDelta;
+ Vector2 DELTA = (target - current).GetNormalised() * maxDistanceDelta;
Vector2 newPos = current + DELTA;
// Check if check if is behind or ahead of target
- const Vector2 DIFF = target - newPos;
+ Vector2 DIFF = target - newPos;
if (Dot(DELTA, DIFF) < 0.0)
{
newPos = target;
diff --git a/SHADE_Managed/src/Math/Vector2.hxx b/SHADE_Managed/src/Math/Vector2.hxx
index c19828f4..fc01595d 100644
--- a/SHADE_Managed/src/Math/Vector2.hxx
+++ b/SHADE_Managed/src/Math/Vector2.hxx
@@ -37,37 +37,37 @@ namespace SHADE
///
/// Shorthand for writing Vector2(0, -1).
///
- static const Vector2 Down = Vector2(0.0, -1.0);
+ static Vector2 Down = Vector2(0.0, -1.0);
///
/// Shorthand for writing Vector2(-1, 0).
///
- static const Vector2 Left = Vector2(-1.0, 0.0);
+ static Vector2 Left = Vector2(-1.0, 0.0);
///
/// Shorthand for writing Vector2(double.NegativeInfinity,
/// double.NegativeInfinity).
///
- static const Vector2 NegativeInfinity = Vector2(std::numeric_limits::lowest(), std::numeric_limits::lowest());
+ static Vector2 NegativeInfinity = Vector2(std::numeric_limits::lowest(), std::numeric_limits::lowest());
///
/// Shorthand for writing Vector2(1, 1).
///
- static const Vector2 One = Vector2(1.0, 1.0);
+ static Vector2 One = Vector2(1.0, 1.0);
///
/// Shorthand for writing Vector2(double.PositiveInfinity,
/// double.PositiveInfinity).
///
- static const Vector2 PositiveInfinity = Vector2(std::numeric_limits::max(), std::numeric_limits::max());
+ static Vector2 PositiveInfinity = Vector2(std::numeric_limits::max(), std::numeric_limits::max());
///
/// Shorthand for writing Vector2(1, 0).
///
- static const Vector2 Right = Vector2(1.0, 0.0);
+ static Vector2 Right = Vector2(1.0, 0.0);
///
/// Shorthand for writing Vector2(0, 1).
///
- static const Vector2 Up = Vector2(0.0, 1.0);
+ static Vector2 Up = Vector2(0.0, 1.0);
///
/// Shorthand for writing Vector2(0, 0).
///
- static const Vector2 Zero = Vector2(0.0, 0.0);
+ static Vector2 Zero = Vector2(0.0, 0.0);
#pragma endregion
/*-----------------------------------------------------------------------------*/
diff --git a/SHADE_Managed/src/Math/Vector3.cxx b/SHADE_Managed/src/Math/Vector3.cxx
index 4f8ea8b0..e8dc2c2f 100644
--- a/SHADE_Managed/src/Math/Vector3.cxx
+++ b/SHADE_Managed/src/Math/Vector3.cxx
@@ -201,11 +201,11 @@ namespace SHADE
return target;
// Calculate new position
- const Vector3 DELTA = (target - current).GetNormalised() * maxDistanceDelta;
+ Vector3 DELTA = (target - current).GetNormalised() * maxDistanceDelta;
Vector3 newPos = current + DELTA;
// Check if check if is behind or ahead of target
- const Vector3 DIFF = target - newPos;
+ Vector3 DIFF = target - newPos;
if (Dot(DELTA, DIFF) < 0.0)
{
newPos = target;