#include "ecs_entity.h" /* Returns a new entity ID. */ u32 ecs_entity_add(ECS* self) { self->nextID++; return self->nextID; } /* Removes all components associated with an entity. */ void ecs_entity_delete(ECS* self, u32 id) { for (s32 i = 0; i < ECS_COMPONENT_COUNT; i++) ecs_component_delete(self, (ECSComponentType)i, id); }