Persistence. Basically using a fixed link location provided us with an easy solution to an otherwise ugly problem: the game entity struct contains a fair number of pointers.
John Cash: We know the "proper" was to handle it is with function name tables and marshalling all the pointers and all that jazz. I can explain this more later. Please don't watse a lot of time dwelling on it right now. Zoid sent me a "WTF?" email as soon as he saw it too ;-) Followup???