seems like a decent restore before I broke everything earlier
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@@ -47,7 +47,7 @@ func load_persistent_data():
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print("No file found...")
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func save_user_data():
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var user_save_path = str("user://user_",str(GameGlobals.user_id),"_",str(GameGlobals.all_user_leaderboards[GameGlobals.user_id][GameGlobals.last_leaderboard_id]),"_leaderboard","_data.save")
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var user_save_path = str("user://user_",str(GameGlobals.user_id),"_",str(GameGlobals.all_user_leaderboards[GameGlobals.user_id][GameGlobals.last_leaderboard_id]),"_data.save")
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var file = FileAccess.open(user_save_path, FileAccess.WRITE)
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#cache data before saving and creating checksum in case it changes between data saving and checksum generating
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@@ -80,7 +80,7 @@ func save_user_data():
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file.close()
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func check_user_data_exists():
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var user_save_path = str("user://user_",str(GameGlobals.user_id),"_",str(GameGlobals.all_user_leaderboards[GameGlobals.user_id][GameGlobals.last_leaderboard_id]),"_leaderboard","_data.save")
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var user_save_path = str("user://user_",str(GameGlobals.user_id),"_",str(GameGlobals.all_user_leaderboards[GameGlobals.user_id][GameGlobals.last_leaderboard_id]),"_data.save")
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if FileAccess.file_exists(user_save_path):
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return true
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else:
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@@ -88,7 +88,7 @@ func check_user_data_exists():
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func load_user_data():
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print("ALL LEADERBOARDS: ",GameGlobals.all_user_leaderboards[0][0])
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var user_save_path = str("user://user_",str(GameGlobals.user_id),"_",str(GameGlobals.all_user_leaderboards[GameGlobals.user_id][GameGlobals.last_leaderboard_id]),"_leaderboard","_data.save")
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var user_save_path = str("user://user_",str(GameGlobals.user_id),"_",str(GameGlobals.all_user_leaderboards[GameGlobals.user_id][GameGlobals.last_leaderboard_id]),"_data.save")
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if FileAccess.file_exists(user_save_path):
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var file = FileAccess.open(user_save_path, FileAccess.READ)
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GameGlobals.last_hit_path = file.get_var()
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@@ -146,7 +146,7 @@ func load_user_data():
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func save_game_data(level_name):
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var level_control = get_tree().current_scene
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var player = level_control.player
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var game_save_path = str("user://",GameGlobals.current_leaderboard_name,"_",level_name,"_gamesave.save")
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var game_save_path = str("user://user_",str(GameGlobals.user_id),"_",str(GameGlobals.all_user_leaderboards[GameGlobals.user_id][GameGlobals.last_leaderboard_id]),"_last_level","_data.save")
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var file = FileAccess.open(game_save_path, FileAccess.WRITE)
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#ASSIGN DATA TO VARIABLES
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data_cleared = false
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@@ -170,7 +170,7 @@ func save_game_data(level_name):
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file.close()
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func check_save_game_exists(level_name):
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var game_save_path = str("user://",GameGlobals.leaderboard_name,"_",level_name,"_gamesave.save")
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var game_save_path = str("user://user_",str(GameGlobals.user_id),"_",str(GameGlobals.all_user_leaderboards[GameGlobals.user_id][GameGlobals.last_leaderboard_id]),"_last_level","_data.save")
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if FileAccess.file_exists(game_save_path):
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return true
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else:
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@@ -179,7 +179,8 @@ func check_save_game_exists(level_name):
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func load_save_game_data(level_name):
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var level_control = get_tree().current_scene
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var player = level_control.player
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var game_save_path = str("user://",GameGlobals.leaderboard_name,"_",level_name,"_gamesave.save")
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var game_save_path = str("user://user_",str(GameGlobals.user_id),"_",str(GameGlobals.all_user_leaderboards[GameGlobals.user_id][GameGlobals.last_leaderboard_id]),"_last_level","_data.save")
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print("GAME SAVE PATH : ",game_save_path)
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if FileAccess.file_exists(game_save_path):
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var file = FileAccess.open(game_save_path, FileAccess.READ)
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