private byte[][] GenerateCollisionMap(boolean[][]Map)
	{
		byte[][] CollisionMap = new byte[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) //Tile is closed becuase furni is there..
				{
					CollisionMap[x][y] = FurniCollisionMap[x][y];
				}
				else if (this.GrabModel().Squares[x][y] == SquareState.WALKABLE) //By model, it's walkable
				{
					CollisionMap[x][y] = 1;
				}
				else //It's not a valid tile
				{
					CollisionMap[x][y] = 0;
				}
			}
		}
		
		return CollisionMap;
	}