Now entities are drawn after the map so that there's no holes.
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4 changed files with 23 additions and 14 deletions
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@ -19,7 +19,7 @@ namespace System {
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void init_positions(World &world, SpatialMap &collider);
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void device(World &world, Entity actor, Entity item);
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void plan_motion(World& world, Position move_to);
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void draw_map(GameLevel& level, Matrix& grid, int compass_dir);
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void draw_map(GameLevel& level, Matrix& grid, EntityGrid& entity_map, int compass_dir);
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Entity spawn_item(World& world, const string& name);
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bool drop_item(GameLevel& level, Entity item);
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