problem: initializing the drop table blows up the stack no matter how
large I make it solution: put it on the goddamn heap
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				@ -119,14 +119,13 @@ impl RoomMode {
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}
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					}
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#[derive(Debug)]
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pub struct RoomState {
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					pub struct RoomState {
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    pub mode: RoomMode,
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					    pub mode: RoomMode,
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    pub name: String,
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					    pub name: String,
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    pub password: [u16; 16],
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					    pub password: [u16; 16],
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    //pub maps: [u32; 0x20],
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					    //pub maps: [u32; 0x20],
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    pub maps: Maps,
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					    pub maps: Maps,
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    // drop_table
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					    pub drop_table: Box<DropTable<rand_chacha::ChaCha20Rng>>,
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    // items on ground
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					    // items on ground
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    // enemy info
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					    // enemy info
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}
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					}
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@ -201,8 +200,8 @@ impl RoomState {
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            mode: room_mode,
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					            mode: room_mode,
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            name: String::from_utf16_lossy(&create_room.name).trim_matches(char::from(0)).into(),
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					            name: String::from_utf16_lossy(&create_room.name).trim_matches(char::from(0)).into(),
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            password: create_room.password,
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					            password: create_room.password,
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            //maps: [0; 0x20],
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            maps: Maps::new(room_mode.episode()),
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					            maps: Maps::new(room_mode.episode()),
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					            drop_table: Box::new(DropTable::new(room_mode.episode(), room_mode.difficulty(), section_id)),
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        })
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					        })
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    }
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					    }
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