About save states and persistent behavior

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Post » Mon Jun 24, 2013 6:01 pm

In the past project (C++), I have these flag variables where I used for memorizing what has happened and what has not. (And I have to code accordingly)

I see that in C2, we can simply use persist behavior, for objects to remember their state. From the manual, I also see that save/load shall take this into account.

But to be very sure here, I got myself a number of dictionaries and arrays, which are for storing, for example, how many potions, elixirs, etc. do the player have. Moreover, I have many global variables, and some more instances (like those unlockable doors that become permanently unlocked in one playthrough) that should be "persisted". All of these are saved, right? (sorry, I am paranoid) Is there anything that won't be saved (beside those with no save behavior)? Or is every single data down to every single byte is saved?keroberos2013-06-24 18:06:00
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Post » Mon Jun 24, 2013 7:01 pm

Everything is saved, except the things listed in the tutorial how to make savegames.
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