Buildings as entities instead of map layer
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@@ -33,18 +33,6 @@ typedef struct Resource {
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} Resource;
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extern ECS_COMPONENT_DECLARE(Resource);
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typedef struct TilePosition {
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BzTile x;
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BzTile y;
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} TilePosition;
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extern ECS_COMPONENT_DECLARE(TilePosition);
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typedef struct TileSize {
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BzTile sizeX;
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BzTile sizeY;
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} TileSize;
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extern ECS_COMPONENT_DECLARE(TileSize);
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typedef struct Owner {
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int32_t playerID;
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} Owner;
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@@ -215,10 +203,6 @@ void igTagCheckbox(const char *label, ecs_world_t *ecs,
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typedef void(*ImGuiCompFn)(ecs_world_t *ecs, ecs_entity_t entity, ecs_entity_t comp);
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void igResource(ecs_world_t *ecs,
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ecs_entity_t entity, ecs_entity_t comp);
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void igTilePosition(ecs_world_t *ecs,
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ecs_entity_t entity, ecs_entity_t comp);
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void igTileSize(ecs_world_t *ecs,
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ecs_entity_t entity, ecs_entity_t comp);
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void igOwner(ecs_world_t *ecs,
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ecs_entity_t entity, ecs_entity_t comp);
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