Buildings as entities instead of map layer
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@@ -288,9 +288,11 @@ void bzTileMapDestroy(BzTileMap *map) {
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}
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void bzTileMapPosToTile(BzTileMap *map, Vector2 pos, BzTile *x, BzTile *y) {
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if (x) *x = (BzTile) (pos.x / (f32) map->tileWidth);
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if (y) *y = (BzTile) (pos.y / (f32) map->tileHeight);
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Vec2i bzTileMapPosToTile(BzTileMap *map, Vector2 pos) {
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return (Vec2i) {
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.x = (i32) (pos.x / (f32) map->tileWidth),
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.y = (i32) (pos.y / (f32) map->tileHeight)
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};
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}
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void bzTileMapOverrideLayer(BzTileMap *map, i32 slotID, BzTileLayerFunc func) {
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