save works!
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@@ -70,7 +70,7 @@ namespace Game
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needReset |= PuzzleTiles.Setup(storagePtr, needReset);
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needReset |= UIQuads.Setup(storagePtr, needReset);
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PuzzleData.Setup();
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Generated::Setup(PuzzleData);
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if (Cubes.Count == 0)
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{
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@@ -255,7 +255,7 @@ namespace Game
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for (uint32_t cardI = 0; cardI < Data.PlacedCardCount; ++cardI)
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{
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const Puzzle::PlacedPuzzleCard& card = Data.PlacedCards[cardI];
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const Generated::PlacedPuzzleCard& card = Data.PlacedCards[cardI];
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Level& level = GetInstance().GameLevel;
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TileHandles[cardI] = level.PuzzleTiles.New();
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UIPlacedCards[cardI] = level.UIQuads.New();
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@@ -283,9 +283,10 @@ namespace Game
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for (int32_t cardI = 0; cardI < Data.PlacedCardCount; ++cardI)
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{
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Puzzle::PlacedPuzzleCard& card = Data.PlacedCards[cardI];
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if (!card.RefCard.IsValid()) continue;
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const Puzzle::StaticPuzzleCard& cData = Puzzle::StaticPuzzleData::Get().GetCard(card.RefCard);
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Generated::PlacedPuzzleCard& card = Data.PlacedCards[cardI];
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if (!Generated::IsValid(card.RefCard)) continue;
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const Generated::StaticPuzzleCard& cData =
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Generated::GetCard(Generated::GetStaticPuzzleData(), card.RefCard);
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level.PuzzleTiles.Get(TileHandles[cardI]).EData.ModelHandle = cData.ModelHandle;
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auto& quad = level.UIQuads.Get(UIPlacedCards[cardI]);
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