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populateState comparing whole KVPs instead of just keys? #5

@i-make-robots

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@i-make-robots

// if the key exists in the current state, update the Value

// if the key exists in the current state, update the Value
bool exists = false;

foreach (KeyValuePair<string,object> s in state) {
	if (s.Equals(change)) {  // <-- problem?
		exists = true;
		break;
	}
}

am I missing something? This appears to be comparing whole KVPs, not just the keys.

if (s.Key.Equals(change.Key)) {

appears to work.

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