Add 8 layers to collisions
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@@ -412,7 +412,7 @@ void addEntityToInspected(ecs_entity_t entity, Game *game) {
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}
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static bool isUnitObstructed(f32 x, f32 y, BzTileMap *map) {
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return bzTileMapHasCollision(map, x / map->tileWidth, y / map->tileHeight);
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return bzTileMapHasAnyCollision(map, x / map->tileWidth, y / map->tileHeight);
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}
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static bool canPlaceUnit(Vector2 pos, f32 space, BzTileMap *map) {
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