anchor.diff:  class Session {
   	var session_id; //initial seed
   	//var sceneRenderingEngine = new SceneRenderingEngine(false); //default is homestuck  //comment this line out if need to run sim without it crashing
  -	List<dynamic> players = [];	var fraymotifCreator = new FraymotifCreator();  //as long as FraymotifCreator has no state data, this is fine.
  +	List<Player> players = [];
  +	var fraymotifCreator = new FraymotifCreator();  //as long as FraymotifCreator has no state data, this is fine.
   	bool hasClubs = false;
   	num sessionHealth = 500; //grimDark players work to lower it. at 0, it crashes.  maybe have it do other things at other levels, or effect other things.
   	bool hasDiamonds = false;
   	bool opossumVictory = false;
   	bool hasBreakups = false;  //sessions aren't in charge of denizens anymore, they are for players and set when they get in the medium
  -	List<dynamic> replayers = []; //used for fan oc easter eggs.
  +	List<Player> replayers = []; //used for fan oc easter eggs.
   	var afterLife = new AfterLife();
   	var queensRing = null; //eventually have white and black ones.
   	var kingsScepter = null;
  
positive.code: 	num minFrogLevel = 18;
  	num goodFrogLevel = 28;
  	bool reckoningStarted = false;
  	List<dynamic> aliensClonedOnArrival = []; //if i'm gonna do time shenanigans, i need to know what the aliens were like when they got here.
  	bool murdersHappened = false;
  	bool queenRejectRing = false;
  	bool goodLuckEvent = false;
  
negative.code: 	bool questBed = false;
  	bool sacrificialSlab = false;
  	num sessionType = -999;
  	List<String> doomedTimelineReasons = []; //am I even still using this?
  	num currentSceneNum = 0;
  	List<Scene> scenes = []; //scene controller initializes all this.
  	List<Scene> reckoningScenes = [];
  	List<Scene> deathScenes = [];
  	List<Scene> available_scenes = [];
  	bool hadCombinedSession = false;
  	var parentSession = null;
  	List<Player> availablePlayers = [];  //which players are available for scenes or whatever.
  	List<dynamic> importantEvents = [];
  	bool yellowYard = false;
  	var yellowYardController = new YellowYardResultController();//don't expect doomed time clones to follow them to any new sessions
  