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The save system is a collection of partitioned values.
When a value is set in the save it is also partitioned based on the type of data.
Pseudo Code
Save.setFlag(partition, name, 4); ... behind the scenes simplification: Save[flags][partition][name] = 4;
The 't' partition is automatically wiped on level load and are never persisted to the actual save game. (TODO: verify the previous statement :))
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