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@ -1015,6 +1015,38 @@ SerMaybeFailure ser_V2(SerState *ser, V2 *var)
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return ser_ok;
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return ser_ok;
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}
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}
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// for when you only need 32 bit float precision in a vector2,
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// but it's a double
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SerMaybeFailure ser_fV2(SerState *ser, V2 *var)
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{
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float x;
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float y;
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if (ser->serializing)
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{
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x = (float)var->x;
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y = (float)var->y;
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}
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SER_VAR(&x);
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SER_VAR(&y);
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SER_ASSERT(!isnan(x));
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SER_ASSERT(!isnan(y));
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var->x = x;
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var->y = y;
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return ser_ok;
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}
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SerMaybeFailure ser_f(SerState *ser, double *d)
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{
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float f;
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if (ser->serializing)
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f = (float)*d;
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SER_VAR(&f);
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SER_ASSERT(!isnan(f));
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*d = f;
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return ser_ok;
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}
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SerMaybeFailure ser_bodydata(SerState *ser, struct BodyData *data)
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SerMaybeFailure ser_bodydata(SerState *ser, struct BodyData *data)
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{
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{
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SER_MAYBE_RETURN(ser_V2(ser, &data->pos));
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SER_MAYBE_RETURN(ser_V2(ser, &data->pos));
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@ -1038,7 +1070,7 @@ SerMaybeFailure ser_entityid(SerState *ser, EntityID *id)
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SerMaybeFailure ser_inputframe(SerState *ser, InputFrame *i)
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SerMaybeFailure ser_inputframe(SerState *ser, InputFrame *i)
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{
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{
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SER_VAR(&i->tick);
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SER_VAR(&i->tick);
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SER_MAYBE_RETURN(ser_V2(ser, &i->movement));
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SER_MAYBE_RETURN(ser_fV2(ser, &i->movement));
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SER_VAR(&i->rotation);
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SER_VAR(&i->rotation);
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SER_VAR(&i->take_over_squad);
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SER_VAR(&i->take_over_squad);
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SER_ASSERT(i->take_over_squad >= 0 || i->take_over_squad == -1);
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SER_ASSERT(i->take_over_squad >= 0 || i->take_over_squad == -1);
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@ -1048,7 +1080,7 @@ SerMaybeFailure ser_inputframe(SerState *ser, InputFrame *i)
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SER_MAYBE_RETURN(ser_entityid(ser, &i->invite_this_player));
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SER_MAYBE_RETURN(ser_entityid(ser, &i->invite_this_player));
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SER_VAR(&i->seat_action);
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SER_VAR(&i->seat_action);
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SER_MAYBE_RETURN(ser_V2(ser, &i->hand_pos));
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SER_MAYBE_RETURN(ser_fV2(ser, &i->hand_pos));
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SER_VAR(&i->dobuild);
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SER_VAR(&i->dobuild);
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SER_VAR(&i->build_type);
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SER_VAR(&i->build_type);
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@ -1087,7 +1119,7 @@ SerMaybeFailure ser_entity(SerState *ser, GameState *gs, Entity *e)
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{
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{
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SER_VAR(&e->no_save_to_disk); // @Robust this is always false when saving to disk?
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SER_VAR(&e->no_save_to_disk); // @Robust this is always false when saving to disk?
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SER_VAR(&e->generation);
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SER_VAR(&e->generation);
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SER_VAR(&e->damage);
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SER_MAYBE_RETURN(ser_f(ser, &e->damage));
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bool has_body = ser->serializing && e->body != NULL;
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bool has_body = ser->serializing && e->body != NULL;
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SER_VAR(&has_body);
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SER_VAR(&has_body);
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@ -1110,7 +1142,7 @@ SerMaybeFailure ser_entity(SerState *ser, GameState *gs, Entity *e)
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if (has_shape)
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if (has_shape)
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{
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{
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SER_MAYBE_RETURN(ser_V2(ser, &e->shape_size));
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SER_MAYBE_RETURN(ser_fV2(ser, &e->shape_size));
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SER_MAYBE_RETURN(ser_entityid(ser, &e->shape_parent_entity));
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SER_MAYBE_RETURN(ser_entityid(ser, &e->shape_parent_entity));
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Entity *parent = get_entity(gs, e->shape_parent_entity);
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Entity *parent = get_entity(gs, e->shape_parent_entity);
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SER_ASSERT(parent != NULL);
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SER_ASSERT(parent != NULL);
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@ -1118,7 +1150,7 @@ SerMaybeFailure ser_entity(SerState *ser, GameState *gs, Entity *e)
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V2 shape_pos;
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V2 shape_pos;
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if (ser->serializing)
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if (ser->serializing)
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shape_pos = entity_shape_pos(e);
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shape_pos = entity_shape_pos(e);
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SER_MAYBE_RETURN(ser_V2(ser, &shape_pos));
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SER_MAYBE_RETURN(ser_fV2(ser, &shape_pos));
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double shape_mass;
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double shape_mass;
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if (ser->serializing)
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if (ser->serializing)
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@ -1142,7 +1174,9 @@ SerMaybeFailure ser_entity(SerState *ser, GameState *gs, Entity *e)
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}
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}
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if (!ser->save_or_load_from_disk)
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if (!ser->save_or_load_from_disk)
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SER_VAR(&e->time_was_last_cloaked);
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{
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SER_MAYBE_RETURN(ser_f(ser, &e->time_was_last_cloaked));
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}
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SER_VAR(&e->owning_squad);
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SER_VAR(&e->owning_squad);
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@ -1153,7 +1187,7 @@ SerMaybeFailure ser_entity(SerState *ser, GameState *gs, Entity *e)
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SER_MAYBE_RETURN(ser_entityid(ser, &e->currently_inside_of_box));
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SER_MAYBE_RETURN(ser_entityid(ser, &e->currently_inside_of_box));
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SER_VAR(&e->squad_invited_to);
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SER_VAR(&e->squad_invited_to);
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SER_VAR(&e->goldness);
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SER_MAYBE_RETURN(ser_f(ser, &e->goldness));
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}
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}
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SER_VAR(&e->is_explosion);
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SER_VAR(&e->is_explosion);
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@ -1161,9 +1195,9 @@ SerMaybeFailure ser_entity(SerState *ser, GameState *gs, Entity *e)
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{
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{
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SER_MAYBE_RETURN(ser_V2(ser, &e->explosion_pos));
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SER_MAYBE_RETURN(ser_V2(ser, &e->explosion_pos));
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SER_MAYBE_RETURN(ser_V2(ser, &e->explosion_vel));
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SER_MAYBE_RETURN(ser_V2(ser, &e->explosion_vel));
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SER_VAR(&e->explosion_progress);
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SER_MAYBE_RETURN(ser_f(ser, &e->explosion_progress));
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SER_VAR(&e->explosion_push_strength);
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SER_MAYBE_RETURN(ser_f(ser, &e->explosion_push_strength));
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SER_VAR(&e->explosion_radius);
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SER_MAYBE_RETURN(ser_f(ser, &e->explosion_radius));
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}
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}
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SER_VAR(&e->is_sun);
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SER_VAR(&e->is_sun);
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@ -1171,21 +1205,21 @@ SerMaybeFailure ser_entity(SerState *ser, GameState *gs, Entity *e)
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{
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{
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SER_MAYBE_RETURN(ser_V2(ser, &e->sun_vel));
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SER_MAYBE_RETURN(ser_V2(ser, &e->sun_vel));
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SER_MAYBE_RETURN(ser_V2(ser, &e->sun_pos));
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SER_MAYBE_RETURN(ser_V2(ser, &e->sun_pos));
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SER_VAR(&e->sun_mass);
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SER_MAYBE_RETURN(ser_f(ser, &e->sun_mass));
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SER_VAR(&e->sun_radius);
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SER_MAYBE_RETURN(ser_f(ser, &e->sun_radius));
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}
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}
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SER_VAR(&e->is_grid);
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SER_VAR(&e->is_grid);
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if (e->is_grid)
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if (e->is_grid)
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{
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{
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SER_VAR(&e->total_energy_capacity);
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SER_MAYBE_RETURN(ser_f(ser, &e->total_energy_capacity));
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SER_MAYBE_RETURN(ser_entityid(ser, &e->boxes));
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SER_MAYBE_RETURN(ser_entityid(ser, &e->boxes));
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}
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}
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SER_VAR(&e->is_missile)
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SER_VAR(&e->is_missile)
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if (e->is_missile)
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if (e->is_missile)
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{
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{
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SER_VAR(&e->time_burned_for);
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SER_MAYBE_RETURN(ser_f(ser, &e->time_burned_for));
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}
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}
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SER_VAR(&e->is_box);
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SER_VAR(&e->is_box);
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@ -1210,28 +1244,28 @@ SerMaybeFailure ser_entity(SerState *ser, GameState *gs, Entity *e)
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break;
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break;
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case BoxThruster:
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case BoxThruster:
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case BoxGyroscope:
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case BoxGyroscope:
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SER_VAR(&e->thrust);
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SER_MAYBE_RETURN(ser_f(ser, &e->thrust));
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SER_VAR(&e->wanted_thrust);
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SER_MAYBE_RETURN(ser_f(ser, &e->wanted_thrust));
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break;
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break;
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case BoxBattery:
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case BoxBattery:
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SER_VAR(&e->energy_used);
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SER_MAYBE_RETURN(ser_f(ser, &e->energy_used));
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break;
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break;
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case BoxSolarPanel:
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case BoxSolarPanel:
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SER_VAR(&e->sun_amount);
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SER_MAYBE_RETURN(ser_f(ser, &e->sun_amount));
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break;
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break;
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case BoxScanner:
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case BoxScanner:
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SER_MAYBE_RETURN(ser_entityid(ser, &e->currently_scanning));
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SER_MAYBE_RETURN(ser_entityid(ser, &e->currently_scanning));
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SER_VAR(&e->currently_scanning_progress);
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SER_MAYBE_RETURN(ser_f(ser, &e->currently_scanning_progress));
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SER_VAR(&e->blueprints_learned);
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SER_VAR(&e->blueprints_learned);
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SER_VAR(&e->scanner_head_rotate);
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SER_MAYBE_RETURN(ser_f(ser, &e->scanner_head_rotate));
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SER_VAR(&e->platonic_nearest_direction);
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SER_MAYBE_RETURN(ser_fV2(ser, &e->platonic_nearest_direction));
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SER_VAR(&e->platonic_detection_strength);
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SER_MAYBE_RETURN(ser_f(ser, &e->platonic_detection_strength));
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break;
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break;
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case BoxCloaking:
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case BoxCloaking:
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SER_VAR(&e->cloaking_power);
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SER_MAYBE_RETURN(ser_f(ser, &e->cloaking_power));
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break;
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break;
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case BoxMissileLauncher:
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case BoxMissileLauncher:
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SER_VAR(&e->missile_construction_charge);
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SER_MAYBE_RETURN(ser_f(ser, &e->missile_construction_charge));
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break;
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break;
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default:
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default:
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break;
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break;
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