Move flecs out of engine, reorganize systems
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@@ -4,17 +4,21 @@ ECS_TAG_DECLARE(TextureTerrain);
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ECS_TAG_DECLARE(TextureBuildings);
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ECS_TAG_DECLARE(TextureEntities);
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ECS_COMPONENT_DECLARE(Resource);
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ECS_COMPONENT_DECLARE(TilePosition);
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ECS_COMPONENT_DECLARE(TileSize);
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ECS_COMPONENT_DECLARE(Owner);
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ECS_COMPONENT_DECLARE(SpatialGridID);
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ECS_COMPONENT_DECLARE(Position);
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ECS_COMPONENT_DECLARE(Size);
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ECS_COMPONENT_DECLARE(TargetPosition);
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ECS_COMPONENT_DECLARE(MoveForce);
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ECS_COMPONENT_DECLARE(Resource);
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ECS_COMPONENT_DECLARE(SpatialGridID);
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ECS_COMPONENT_DECLARE(Velocity);
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ECS_COMPONENT_DECLARE(Rotation);
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ECS_COMPONENT_DECLARE(Health);
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ECS_COMPONENT_DECLARE(AngularVelocity);
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ECS_COMPONENT_DECLARE(SteeringOutput);
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ECS_COMPONENT_DECLARE(TextureRegion);
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ECS_COMPONENT_DECLARE(AnimationType);
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ECS_COMPONENT_DECLARE(Animation);
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@@ -25,17 +29,21 @@ void initComponentIDs(ecs_world_t *ecs) {
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ECS_TAG_DEFINE(ecs, TextureBuildings);
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ECS_TAG_DEFINE(ecs, TextureEntities);
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ECS_COMPONENT_DEFINE(ecs, Resource);
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ECS_COMPONENT_DEFINE(ecs, TilePosition);
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ECS_COMPONENT_DEFINE(ecs, TileSize);
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ECS_COMPONENT_DEFINE(ecs, Owner);
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ECS_COMPONENT_DEFINE(ecs, SpatialGridID);
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ECS_COMPONENT_DEFINE(ecs, Position);
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ECS_COMPONENT_DEFINE(ecs, Size);
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ECS_COMPONENT_DEFINE(ecs, TargetPosition);
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ECS_COMPONENT_DEFINE(ecs, MoveForce);
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ECS_COMPONENT_DEFINE(ecs, Resource);
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ECS_COMPONENT_DEFINE(ecs, SpatialGridID);
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ECS_COMPONENT_DEFINE(ecs, Velocity);
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ECS_COMPONENT_DEFINE(ecs, Rotation);
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ECS_COMPONENT_DEFINE(ecs, Health);
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ECS_COMPONENT_DEFINE(ecs, AngularVelocity);
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ECS_COMPONENT_DEFINE(ecs, SteeringOutput);
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ECS_COMPONENT_DEFINE(ecs, TextureRegion);
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ECS_COMPONENT_DEFINE(ecs, AnimationType);
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ECS_COMPONENT_DEFINE(ecs, Animation);
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