package funkin.saves; import flixel.util.FlxSave; /** * Class used for saves WITHOUT going through the struggle of type checks * Just add your save variables the way you would do in the Options.hx file. * The macro will automatically generate the `flush` and `load` functions. */ @:build(funkin.macros.FunkinSaveMacro.build("save", "flush", "load")) class FunkinSave { // STUFF #if REGION public static var save(get, null):FlxSave; private static inline function get_save() return FlxG.save; public static function init() { FlxG.save.bind('save', 'CodenameEngine'); load(); } #end public static var totalPlayedGames:Int = 0; public static var variableOne:String = ""; public static var coins:Int = 0; public static var coolColor:String = "penis"; }