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	Cleaning. Depth => Priority
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		@ -6,7 +6,7 @@ namespace Strawberry
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	public abstract class Entity
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	{
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		public Scene Scene { get; private set; }
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		public int Depth;
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		public int Priority;
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		public bool Active = true;
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		public bool Visible = true;
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		public bool Collidable = true;
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@ -428,7 +428,7 @@ namespace Strawberry
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		static public int Compare(Entity a, Entity b)
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		{
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			return a.Depth <=> b.Depth; 
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			return a.Priority <=> b.Priority; 
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		}
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	}
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}
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@ -186,14 +186,14 @@ namespace Strawberry
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		public T First<T>() where T : Entity
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		{
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			for (var e in entityTracker[typeof(T)])
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			for (let e in entityTracker[typeof(T)])
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				return e as T;
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			return null;
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		}
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		public T First<T>(Point point) where T : Entity
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		{
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			for (var e in entityTracker[typeof(T)])
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			for (let e in entityTracker[typeof(T)])
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				if (e.Check(point))
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					return e as T;
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			return null;
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@ -201,7 +201,7 @@ namespace Strawberry
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		public T First<T>(Rect rect) where T : Entity
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		{
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			for (var e in entityTracker[typeof(T)])
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			for (let e in entityTracker[typeof(T)])
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				if (e.Check(rect))
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					return e as T;
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			return null;
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@ -209,14 +209,14 @@ namespace Strawberry
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		public List<T> All<T>(List<T> into) where T : Entity
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		{
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			for (var e in entityTracker[typeof(T)])
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			for (let e in entityTracker[typeof(T)])
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				into.Add(e as T);
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			return into;
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		}
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		public List<T> All<T>(Point point, List<T> into) where T : Entity
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		{
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			for (var e in entityTracker[typeof(T)])
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			for (let e in entityTracker[typeof(T)])
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				if (e.Check(point))
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					into.Add(e as T);
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			return into;
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@ -224,7 +224,7 @@ namespace Strawberry
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		public List<T> All<T>(Rect rect, List<T> into) where T : Entity
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		{
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			for (var e in entityTracker[typeof(T)])
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			for (let e in entityTracker[typeof(T)])
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				if (e.Check(rect))
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					into.Add(e as T);
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			return into;
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