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look into:
rewind/replay/hot reload
leoMemory? (see below)
playerControl
CG without map jank
chu: can we get a way to define all event coords relatively
like if you start an event with a tile action, make all coords mentioned within relative to the tile of the action
event commands with side effects that should be neutralized when isMemory:
ETC time advance
action
mineDeath
hospitalDeath
end (skipActions, warp location, etc.)
setSkipActions
doAction (maybe. probably depends on if any map checkActions can have side effects)
addCookingRecipe
addCraftingRecipe
hostMail
mail
mailToday
addQuest
removeQuest
# completeQuest
addSpecialOrder
removeSpecialOrder
addItem
awardFestivalPrize
cutscene (technically but nobody is going to use this)
cave (again, not usable)
money
rustyKey
animalNaming (rip)
removeItem
friendship
addMailReceived
addWorldState
farmerEat (cursed because still would want animation)
grandpaCandles (rip)
grandpaEvaluation(2) (rip)
addConversationTopic
dump
eventSeen
questionAnswered
gainSkill
probably the best way to do this is take a snapshot when an isMemory event begins, and restore it
when it completes, so we don't have to patch the commands or undo anything; we just revert global
state to how it was before.