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redesigned the Experiment with Geometry menu
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@@ -874,8 +874,7 @@ void saveStats(bool emergency = false) {
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fprintf(f, "Total enemies killed: %d\n", tkills());
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fprintf(f, "cells generated: %d\n", cellcount);
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if(pureHardcore()) fprintf(f, "Pure hardcore mode\n");
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if(geometry) fprintf(f, "Geometry: %s\n", ginf[geometry].name);
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if(CHANGED_VARIATION) fprintf(f, "Variation: %s\n", gp::operation_name().c_str());
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if(geometry) fprintf(f, "Geometry: %s/%s/%s\n", gp::operation_name().c_str(), ginf[geometry].tiling_name, ginf[geometry].quotient_name);
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if(chaosmode) fprintf(f, "Chaos mode\n");
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if(shmup::on) fprintf(f, "Shoot-em up mode\n");
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if(inv::on) fprintf(f, "Inventory mode\n");
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@@ -1169,6 +1168,7 @@ void set_variation(eVariation target) {
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auto& cd = ginf[gCrystal];
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if(target == eVariation::bitruncated && geometry == gCrystal && cd.sides == 8 && cd.vertex == 4) {
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cd.vertex = 3;
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cd.tiling_name = "{8,3}";
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target = eVariation::pure;
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}
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variation = target;
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