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Clean up read_tiledef and related parts a bit
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@@ -191,8 +191,6 @@ struct TileSpec
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bool world_aligned = false;
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//! Tile rotation.
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TileRotation rotation = TileRotation::None;
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//! This much light does the tile emit.
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u8 emissive_light = 0;
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//! The first is base texture, the second is overlay.
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TileLayer layers[MAX_TILE_LAYERS];
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};
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