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					@ -85,9 +85,9 @@ func list_saves(include_quick_saves: bool = true, include_autosaves: bool = true | 
				
			
			
		
	
		
			
				
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							#       Should work out a better method for getting the save name (filename != save name) | 
				
			
			
		
	
		
			
				
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							var _save_file: SaveGameDataResource = ResourceLoader.load(_save_path) | 
				
			
			
		
	
		
			
				
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							_save_resource.save_name = _save_file.save_name | 
				
			
			
		
	
		
			
				
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							_save_resource.save_date = _save_file.save_date | 
				
			
			
		
	
		
			
				
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							_save_resource.filename = filename | 
				
			
			
		
	
		
			
				
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							_save_resource.date_created = Time.get_datetime_string_from_unix_time(FileAccess.get_modified_time(_save_path)) | 
				
			
			
		
	
		
			
				
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							## In 4.5, this can probably be replaced with FileAccess.get_size(_save_path) | 
				
			
			
		
	
		
			
				
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							##   This should reduce the need for opening the file here | 
				
			
			
		
	
	
		
			
				
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					@ -118,7 +118,7 @@ func _create_autosave() -> void: | 
				
			
			
		
	
		
			
				
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					## Sort the save files list by date created, descending | 
				
			
			
		
	
		
			
				
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					func _custom_save_file_sort(a: SaveFileDetailsResource, b: SaveFileDetailsResource) -> bool: | 
				
			
			
		
	
		
			
				
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						return a.date_created > b.date_created | 
				
			
			
		
	
		
			
				
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						return a.save_date > b.save_date | 
				
			
			
		
	
		
			
				
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					## Save the properties defined on the SaveDataComponents attached to various nodes (such as Block) | 
				
			
			
		
	
		
			
				
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					func _generate_save_game_resource() -> SaveGameDataResource: | 
				
			
			
		
	
	
		
			
				
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					@ -214,6 +214,7 @@ func _save_game_as_resource(save_name, resource_filename: String) -> void: | 
				
			
			
		
	
		
			
				
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						var _save_resource: SaveGameDataResource = _generate_save_game_resource() | 
				
			
			
		
	
		
			
				
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						_save_resource.save_name = save_name | 
				
			
			
		
	
		
			
				
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						_save_resource.save_date = Time.get_datetime_string_from_system(false, true) | 
				
			
			
		
	
		
			
				
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						var result: int = ResourceSaver.save(_save_resource, save_game_file_path) | 
				
			
			
		
	
		
			
				
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						if result != OK: | 
				
			
			
		
	
	
		
			
				
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