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intra::switching so that you can store off an intra game
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@ -18,6 +18,9 @@ struct intra_data {
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EX vector<intra_data> data;
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EX vector<intra_data> data;
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/** tells gamedata store that we are just storing one world */
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EX bool switching;
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/** index of the space we are currently in */
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/** index of the space we are currently in */
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EX int current;
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EX int current;
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@ -327,6 +330,7 @@ EX connection_data* find_connection(int a, int b) {
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EX void switch_to(int id) {
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EX void switch_to(int id) {
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if(current == id) return;
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if(current == id) return;
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dynamicval<bool> is(switching, true);
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data[current].gd.storegame();
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data[current].gd.storegame();
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current = id;
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current = id;
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ginf[gProduct] = data[current].gi;
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ginf[gProduct] = data[current].gi;
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@ -435,6 +439,7 @@ EX void regenerate_full_sample_list() {
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/** make currentmap into one of the spaces in intra */
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/** make currentmap into one of the spaces in intra */
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EX void become() {
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EX void become() {
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dynamicval<bool> is(switching, true);
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if(intra::in) {
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if(intra::in) {
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/* let them add more spaces in this case */
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/* let them add more spaces in this case */
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data[current].gd.storegame();
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data[current].gd.storegame();
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@ -462,6 +467,7 @@ EX void become() {
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EX void start(int id IS(0)) {
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EX void start(int id IS(0)) {
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in = true;
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in = true;
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current = id;
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current = id;
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dynamicval<bool> is(switching, true);
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data[current].gd.restoregame();
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data[current].gd.restoregame();
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ginf[gProduct] = data[current].gi;
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ginf[gProduct] = data[current].gi;
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@ -782,6 +788,7 @@ EX void kill(int id) {
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EX void erase_all_maps() {
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EX void erase_all_maps() {
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println(hlog, "erase_all_maps called");
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println(hlog, "erase_all_maps called");
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dynamicval<bool> is(switching, true);
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data[current].gd.storegame();
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data[current].gd.storegame();
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in = false;
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in = false;
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for(int i=0; i<isize(data); i++) {
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for(int i=0; i<isize(data); i++) {
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