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added comments so I kinda vaguely remember what I need to do
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Source/Entities/Scene.cpp

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@@ -850,6 +850,8 @@ int Scene::SaveData(std::string pathBase, bool doAsyncSaves) {
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std::vector<SceneLayerInfo> Scene::GetCopiedSceneLayerBitmaps() {
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std::vector<SceneLayerInfo> layerInfos;
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// TODO- implement this. Basically just copy each scene layer to the vector
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// This is for saving- we block to copy these layers, but it means the actual saving (compression, write to disk etc) can be done async
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/*
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// Save Terrain's data
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m_pTerrain

Source/Managers/ActivityMan.cpp

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@@ -82,6 +82,8 @@ bool ActivityMan::SaveCurrentGame(const std::string& fileName) {
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return false;
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}
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// THIS BLOCK OF CODE NEEDS ZIPPIFIED!
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/*
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// TODO, save to a zip instead of a directory
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std::filesystem::create_directory(g_PresetMan.GetFullModulePath(c_UserScriptedSavesModuleName) + "/" + fileName);
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@@ -90,6 +92,7 @@ bool ActivityMan::SaveCurrentGame(const std::string& fileName) {
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g_ConsoleMan.PrintString("ERROR: Failed to save scene bitmaps while saving!");
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return false;
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}
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*/
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// We need a copy of our scene, because we have to do some fixup to remove PLACEONLOAD items and only keep the current MovableMan state.
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std::unique_ptr<Scene> modifiableScene(dynamic_cast<Scene*>(scene->Clone()));
@@ -165,6 +168,8 @@ bool ActivityMan::SaveCurrentGame(const std::string& fileName) {
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bool ActivityMan::LoadAndLaunchGame(const std::string& fileName) {
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m_SaveGameTask.wait();
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// TODO- this needs to load a zip!
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std::string saveFilePath = g_PresetMan.GetFullModulePath(c_UserScriptedSavesModuleName) + "/" + fileName + "/Save.ini";
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if (!std::filesystem::exists(saveFilePath)) {

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