public float[][] GenerateFurniHeightMap()
	{
		float[][] FurniHeightMap = new float[this.GrabModel().MapSizeX][this.GrabModel().MapSizeY]; 
		
		for(int x = 0; x < this.GrabModel().MapSizeX; x++) //Loopception courtesy of Cobe & Cecer
		{
			for(int y = 0; y < this.GrabModel().MapSizeY; y++)
			{
				if(FurniCollisionMap[x][y] == 0)
				{
					FurniHeightMap[x][y] = (float)this.GrabModel().SquareHeight[x][y];
				}
				else
				{
					for(FloorItem Item : FloorItems.values())
					{
						FurniHeightMap[x][y] = Item.Height;	
					}
				}
			}
		}
		
		return FurniHeightMap;
	}