anchor.diff:  
   
   
  -class PlayerWentGrimDark {
  -	var session;
  -	var mvp_value;
  +class PlayerWentGrimDark  extends ImportantEvent {
   	num importanceRating = 7;	var player = makeRenderingSnapshot;
  -	num timesCalled = 0;
  -	var doomedTimeClone;
  -	var secondTimeClone = null;  //second time clone undoes first undo
  -
  -	
  -
  -
  -	PlayerWentGrimDark(this.session, this.mvp_value, this.player, this.doomedTimeClone) {}
  -
  -
  +
  +	PlayerWentGrimDark(Session session, num mvp_value, Player player, Player doomedTimeClone): super(session, mvp_value, player, doomedTimeClone);
  +
  +  @override
   	dynamic humanLabel(){
   		String ret = "Prevent the " + this.player.htmlTitle() + " from going Grimdark.";
   		return ret;
   	}
  +  @override
   	bool alternateScene(div){
   			this.timesCalled ++;
   			this.doomedTimeClone.dead = false;
  
positive.code: 
  
  
  class PlayerEnteredSession {
  	var session;
  	var mvp_value;
  	num timesCalled = 0;	var player = makeRenderingSnapshot;
  	var doomedTimeClone;
  	num importanceRating = 5;
  	num timesCalled = 0;
  	var secondTimeClone = null;  //second time clone undoes first undo
  
  	
  
  
  	PlayerEnteredSession(this.session, this.mvp_value, this.player, this.doomedTimeClone) {}
  
  
  	dynamic humanLabel(){
  		String ret = "Kill the " + this.player.htmlTitle() + " before they enter the session.";
  		return ret;
  	}
  	bool alternateScene(div){
  		this.timesCalled ++;
  		this.doomedTimeClone.dead = false;
  
negative.code:   Player doomedTimeClone; //TODO or should it be a playerSnapShot?
    num times_called=0; //what was this for again?
    Player secondTimeClone; //used to undo this event
    ImportantEvent(this.session, this.mvp_value, this.player, this.doomedTimeClone);
    String humanLabel();
    bool alternateScene(div);
  }
  
  
  