Implement DDA raycasting, fix bug in path smoothing
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@@ -124,6 +124,9 @@ void bzTileMapOverrideObjectGroup(BzTileMap *map, i32 slotID, BzTileObjectsFunc
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BzTileLayer *bzTileMapGetLayer(BzTileMap *map, i32 slotID);
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BzTileObjectGroup *bzTileMapGetObjects(BzTileMap *map, i32 slotID);
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f32 bzTileMapRayCast(BzTileMap *map, Vector2 from, Vector2 to, f32 maxDst, Vector2 *outIntersection);
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bool bzTileMapCanRayCastLine(BzTileMap *map, Vector2 from, Vector2 to);
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void bzTileMapDraw(BzTileMap *map);
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void bzTileMapDrawCollisions(BzTileMap *map);
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bool bzTileMapHasCollision(BzTileMap *map, i32 x, i32 y);
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