Properly handle map collisions when placing/destroying buildings
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@@ -131,6 +131,7 @@ 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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void bzTileMapSetCollisions(BzTileMap *map, bool collision, i32 startX, i32 startY, i32 sizeX, i32 sizeY);
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void bzTileMapUpdateCollisions(BzTileMap *map, i32 x, i32 y, i32 sizeX, i32 sizeY);
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