Add transperency when units are behind
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@@ -132,6 +132,8 @@ 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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void bzTileMapClearCollisions(BzTileMap *map);
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void bzTileMapClearCollisionLayer(BzTileMap *map, i32 layer);
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bool bzTileMapHasAnyCollision(BzTileMap *map, i32 x, i32 y);
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bool bzTileMapHasCollision(BzTileMap *map, i32 layer, i32 x, i32 y);
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void bzTileMapSetCollisions(BzTileMap *map, bool collision, i32 layer, i32 startX, i32 startY, i32 sizeX, i32 sizeY);
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