Change Storage to tag (since we have global storage)
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@@ -91,7 +91,7 @@ bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) {
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// ecs_set(ECS, e, Storage, {});
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//}
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if (buildingTile == BUILDING_KEEP) {
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ecs_set(ECS, e, Storage, {.capacity[RES_WOOD] = 1000});
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ecs_add_id(ECS, e, Storage);
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}
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//bzTileMapUpdateCollider(&GAME.map, x, y);
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