actually save new character stuff
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				@ -266,13 +266,13 @@ async fn new_character<EG: EntityGateway>(entity_gateway: &mut EG, user: &UserAc
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        items: vec![InventoryItemEntity::Individual(weapon.clone()), InventoryItemEntity::Individual(armor.clone()), InventoryItemEntity::Individual(mag.clone()),
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					        items: vec![InventoryItemEntity::Individual(weapon.clone()), InventoryItemEntity::Individual(armor.clone()), InventoryItemEntity::Individual(mag.clone()),
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                    InventoryItemEntity::Stacked(monomates), InventoryItemEntity::Stacked(monofluids)],
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					                    InventoryItemEntity::Stacked(monomates), InventoryItemEntity::Stacked(monofluids)],
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    };
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					    };
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    entity_gateway.set_character_inventory(&character.id, &inventory);
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					    entity_gateway.set_character_inventory(&character.id, &inventory).await;
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    entity_gateway.set_character_bank(&character.id, &BankEntity::default(), BankName("".into()));
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					    entity_gateway.set_character_bank(&character.id, &BankEntity::default(), BankName("".into())).await;
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    let mut equipped = EquippedEntity::default();
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					    let mut equipped = EquippedEntity::default();
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    equipped.weapon = Some(weapon.id);
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					    equipped.weapon = Some(weapon.id);
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    equipped.armor = Some(armor.id);
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					    equipped.armor = Some(armor.id);
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    equipped.mag = Some(mag.id);
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					    equipped.mag = Some(mag.id);
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    entity_gateway.set_character_equips(&character.id, &equipped);
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					    entity_gateway.set_character_equips(&character.id, &equipped).await;
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}
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					}
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