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@@ -6,9 +6,6 @@ import (
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inkwell "git.teletypegames.org/engines/inkwell"
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)
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// The mode must not leak into saved state: inkwell saves State.Vars but drops
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// the in-flight script, so a save taken mid-cutscene would otherwise reload
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// into a letterboxed, HUD-less game with nothing running.
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func TestModeIsNotSavedState(t *testing.T) {
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w := newWorld(inkwell.NewGame("t", 320, 200))
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@@ -19,7 +16,6 @@ func TestModeIsNotSavedState(t *testing.T) {
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}
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}
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// Slot 2, by contrast, is real game state and must be saved.
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w.SetSlot2(ItemMysteryTape)
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if w.G.State.Var(VarSlot2) != ItemMysteryTape {
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t.Error("slot 2 is not in State.Vars")
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@@ -29,7 +25,6 @@ func TestModeIsNotSavedState(t *testing.T) {
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}
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}
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// The widget marks a tape as pending; the script consumes it — once.
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func TestPendingIsConsumedOnce(t *testing.T) {
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w := newWorld(inkwell.NewGame("t", 320, 200))
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w.SetPending(ItemMysteryTape)
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