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Auto FlxG.save.bind when switching mods (so no mods override other mod saves and removes bloat) #501

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ItsLJcool
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There probably is a better way to do it than just FlxG.save.bind("save-default", 'CodenameEngine/${ModsFolder.currentModFolder.trim()}'); in MainState, though when people download the newest action build they will lose all their saves for mods (example: YTP Invastion) because they relied on FlxG.save from CodenameEngine saves.

This won't override the Options.__save because they differ from base Flixel's FlxSave, and now I can actually do something niche with this feature that im going to be adding 👀

ItsLJcool and others added 5 commits December 11, 2024 02:12
KeyModifier somehow returned an int outside of the KeyModifier's range 😭

Apparently there is a boolean that just checks for you called `ctrlKey`.........
…xactly the way YoshiCrafterEngine did it but someone else can prob make it better, but doing this BECAUSE FUCKING HELL IT BLOATS MY FUCKASS SAVE!!!!
@NexIsDumb
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NexIsDumb commented Jan 2, 2025

okay honestly this is one of the dev stuff we were thinking of, I might merge this very soon with some modifications

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nvfm, lets burn this with forks!!!! (we talked in private)

@NexIsDumb NexIsDumb closed this Jan 4, 2025
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2 participants