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> The alternative of rewriting or reengineering the same solution each time is simply awful and you'll screw up way more often

He might not have communicated it completely correctly, but I believe he wasn't advocating for getting rid of functions to reduce redundancy.

He instead was advocating getting rid of functions that simply provide documentation of the process, and instead find a way to inline those functions clearly.

> However the flip side is that when you do track it down, you will fix several bugs you didn't even know about.

I think he is saying a class of bugs is avoided. For instance if I do X, Y and Z where all are only ran when the player is alive and Y might kill the player, leaving the player alive avoids a bug in Z if it assumes that the player is alive.




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