saving what i have
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1 file changed
+97
-59
@@ -244,13 +244,27 @@ local initialItemNext = false
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local flipItemNext = false
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local flipItemNext = false
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if REPENTANCE then
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if REPENTANCE then
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EID.flipItemPositions = {}
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EID.flipItemPositions = {}
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local lastGetItemResult = {nil, nil, nil} -- itemID, Frame, gridIndex
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EID.flipItemSeeds = {}
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function EID:postGetCollectible(selectedCollectible, itemPoolType, decrease, seed)
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local lastGetItemResult = {nil, nil, nil, nil} -- itemID, Frame, gridIndex, InitSeed
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function EID:postGetCollectible(selectedCollectible, itemPoolType, decrease, _)
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-- Handle Crane Game
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if itemPoolType == ItemPoolType.POOL_CRANE_GAME then
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for _, crane in ipairs(Isaac.FindByType(6, 16, -1, true, false)) do
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if not crane:GetSprite():IsPlaying("Broken") then
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if not EID.CraneItemType[tostring(crane.InitSeed)] then
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EID.CraneItemType[tostring(crane.InitSeed)] = selectedCollectible
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end
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end
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end
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end
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-- Handle Flip item
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-- Handle Flip item
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-- PRE_ROOM_ENTITY_SPAWN sets us up to watch for the first POST_GET_COLLECTIBLE for this pedestal
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-- PRE_ROOM_ENTITY_SPAWN sets us up to watch for the first POST_GET_COLLECTIBLE for this pedestal
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-- (Tainted Isaac and Glitched Crown cause additional calls that have to be ignored)
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-- (Tainted Isaac and Glitched Crown cause additional calls that have to be ignored)
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-- POST_PICKUP_INIT occurs right before the Flip item is decided, so it sets us up to watch for the Flip item
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-- POST_PICKUP_INIT occurs right before the Flip item is decided, so it sets us up to watch for the Flip item
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-- (it also watches for item rerolls to fill the new entity's GetData)
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-- POST_NEW_ROOM then handles putting the result in the entity's GetData
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-- POST_NEW_ROOM then handles putting the result in the entity's GetData
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local curFrame = Isaac.GetFrameCount()
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local curFrame = Isaac.GetFrameCount()
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local curRoomIndex = game:GetLevel():GetCurrentRoomIndex()
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local curRoomIndex = game:GetLevel():GetCurrentRoomIndex()
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@@ -260,12 +274,35 @@ if REPENTANCE then
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if EID.flipItemPositions[curRoomIndex] == nil then
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if EID.flipItemPositions[curRoomIndex] == nil then
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EID.flipItemPositions[curRoomIndex] = {}
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EID.flipItemPositions[curRoomIndex] = {}
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end
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end
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EID.flipItemPositions[curRoomIndex][lastGetItemResult[3]] = selectedCollectible
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EID.flipItemPositions[curRoomIndex][lastGetItemResult[4]] = {selectedCollectible, lastGetItemResult[3]}
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end
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end
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end
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end
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-- Check if Flip item pedestals have moved (restock/Greed shops)
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initialItemNext = false
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flipItemNext = false
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end
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EID:AddCallback(ModCallbacks.MC_POST_GET_COLLECTIBLE, EID.postGetCollectible)
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-- Handle Flip Item spawn
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function EID:preRoomEntitySpawn(entityType, variant, subtype, gridIndex, _)
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flipItemNext = false
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if entityType == 5 and (variant == 100 or variant == 150) then
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lastGetItemResult = {nil, Isaac.GetFrameCount(), gridIndex, nil}
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initialItemNext = true
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end
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end
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EID:AddCallback(ModCallbacks.MC_PRE_ROOM_ENTITY_SPAWN, EID.preRoomEntitySpawn)
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function EID:postPickupInit(entity)
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flipItemNext = true
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lastGetItemResult[4] = entity.InitSeed
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local curRoomIndex = game:GetLevel():GetCurrentRoomIndex()
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local gridPos = game:GetRoom():GetGridIndex(entity.Position)
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-- Check if Flip item pedestals have moved (restock/Greed shops, Damocles)
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-- BUG if you leave the room before the new shop item spawns??
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-- BUG if you leave the room before the new shop item spawns??
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--[[
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if EID.flipItemPositions[curRoomIndex] then
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if EID.flipItemPositions[curRoomIndex] then
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local pedestals = Isaac.FindByType(5, 100, -1, true, false)
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local pedestals = Isaac.FindByType(5, 100, -1, true, false)
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for _, pedestal in ipairs(pedestals) do
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for _, pedestal in ipairs(pedestals) do
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@@ -278,61 +315,63 @@ if REPENTANCE then
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end
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end
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end
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end
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end
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end
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]]
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-- Handle Crane Game
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print(entity:ToPickup().ShopItemId)
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if itemPoolType == ItemPoolType.POOL_CRANE_GAME then
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-- Update a Flip item's init seed after D6 rerolls or using Flip (aka Grid Index didn't change, Init Seed did)
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for _, crane in ipairs(Isaac.FindByType(6, 16, -1, true, false)) do
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if EID.flipItemPositions[curRoomIndex] and not EID.flipItemPositions[curRoomIndex][entity.InitSeed] then
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if not crane:GetSprite():IsPlaying("Broken") then
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-- Check pedestal grid indexes (fixes bugs with restock shops)
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if not EID.CraneItemType[tostring(crane.InitSeed)] then
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EID:CheckFlipGridIndexes()
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EID.CraneItemType[tostring(crane.InitSeed)] = selectedCollectible
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for k,v in pairs(EID.flipItemPositions[curRoomIndex]) do
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--[[if v[3] == entity.Index then
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print("index match!")
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EID.flipItemPositions[curRoomIndex][entity.InitSeed] = v
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EID.flipItemPositions[curRoomIndex][k] = nil
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end]]
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if v[2] == gridPos then
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print(k)
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print(EID.flipItemPositions[curRoomIndex][k][1])
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EID.flipItemPositions[curRoomIndex][entity.InitSeed] = v
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EID.flipItemPositions[curRoomIndex][k] = nil
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--k = entity.InitSeed --does this work lol
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print(entity.InitSeed)
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print(EID.flipItemPositions[curRoomIndex][entity.InitSeed][1])
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break
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end
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end
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end
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-- Give this new entity its Flip Item data if possible
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local flipEntry = EID.flipItemPositions[curRoomIndex] and EID.flipItemPositions[curRoomIndex][entity.InitSeed]
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if flipEntry then
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entity:GetData()["EID_FlipItemID"] = flipEntry[1]
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end
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end
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EID:AddCallback(ModCallbacks.MC_POST_PICKUP_INIT, EID.postPickupInit, PickupVariant.PICKUP_COLLECTIBLE)
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-- Before using D6, double-check all flippable pedestal's grid index, since their init seed will change
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-- (Note that items like D100, Cracked Dice, and Dice Shard all trigger a D6 PRE_USE_ITEM)
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-- Before using Flip, swap all flippable pedestal's current item with the flip one (also, fix grid index if needed)
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function EID:CheckFlipGridIndexes(collectibleType)
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if collectibleType == CollectibleType.COLLECTIBLE_FLIP or collectibleType == CollectibleType.COLLECTIBLE_D6 or collectibleType == CollectibleType.COLLECTIBLE_ETERNAL_D6 or collectibleType == true then
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local curRoomIndex = game:GetLevel():GetCurrentRoomIndex()
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if EID.flipItemPositions[curRoomIndex] then
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local pedestals = Isaac.FindByType(5, 100, -1, true, false)
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for _, pedestal in ipairs(pedestals) do
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if EID.flipItemPositions[curRoomIndex][pedestal.InitSeed] then
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local gridPos = game:GetRoom():GetGridIndex(pedestal.Position)
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EID.flipItemPositions[curRoomIndex][pedestal.InitSeed][2] = gridPos
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if collectibleType == CollectibleType.COLLECTIBLE_FLIP then
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-- don't swap a flip shadow with an empty pedestal!
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if pedestal.SubType == 0 then EID.flipItemPositions[curRoomIndex][pedestal.InitSeed] = nil
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else EID.flipItemPositions[curRoomIndex][pedestal.InitSeed][1] = pedestal.SubType end
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end
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end
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end
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end
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end
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end
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end
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end
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end
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initialItemNext = false
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flipItemNext = false
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end
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end
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EID:AddCallback(ModCallbacks.MC_POST_GET_COLLECTIBLE, EID.postGetCollectible)
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EID:AddCallback(ModCallbacks.MC_PRE_USE_ITEM, EID.CheckFlipGridIndexes)
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-- Handle Flip Item spawn
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function EID:preRoomEntitySpawn(entityType, variant, subtype, gridIndex, seed)
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flipItemNext = false
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if entityType == 5 and (variant == 100 or variant == 150) then
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lastGetItemResult = {nil, Isaac.GetFrameCount(), gridIndex}
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initialItemNext = true
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end
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end
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EID:AddCallback(ModCallbacks.MC_PRE_ROOM_ENTITY_SPAWN, EID.preRoomEntitySpawn)
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function EID:postPickupInit(entity)
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flipItemNext = true
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-- Keep the Flip item the same for pedestal rerolls
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local curRoomIndex = game:GetLevel():GetCurrentRoomIndex()
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local gridPos = game:GetRoom():GetGridIndex(entity.Position)
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local flipEntry = EID.flipItemPositions[curRoomIndex] and EID.flipItemPositions[curRoomIndex][gridPos]
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if flipEntry then entity:GetData()["EID_FlipItemID"] = flipEntry end
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end
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EID:AddCallback(ModCallbacks.MC_POST_PICKUP_INIT, EID.postPickupInit, PickupVariant.PICKUP_COLLECTIBLE)
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function EID:preUseFlip(_)
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local curRoomIndex = game:GetLevel():GetCurrentRoomIndex()
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if EID.flipItemPositions[curRoomIndex] then
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local pedestals = Isaac.FindByType(5, 100, -1, true, false)
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for _, pedestal in ipairs(pedestals) do
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local gridPos = game:GetRoom():GetGridIndex(pedestal.Position)
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if EID.flipItemPositions[curRoomIndex][gridPos] then
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-- don't swap a flip shadow with an empty pedestal!
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if pedestal.SubType == 0 then EID.flipItemPositions[curRoomIndex][gridPos] = nil
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else EID.flipItemPositions[curRoomIndex][gridPos] = pedestal.SubType end
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--postPickupInit will take care of assigning it to the entity's data
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end
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end
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end
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end
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EID:AddCallback(ModCallbacks.MC_PRE_USE_ITEM, EID.preUseFlip, CollectibleType.COLLECTIBLE_FLIP)
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end
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end
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---------------------------------------------------------------------------
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---------------------------------------------------------------------------
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@@ -505,6 +544,7 @@ end
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local isMirrorRoom = false
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local isMirrorRoom = false
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if REPENTANCE then
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if REPENTANCE then
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function EID:onNewRoom()
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function EID:onNewRoom()
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print("in post_new_room")
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isMirrorRoom = game:GetLevel():GetCurrentRoom():IsMirrorWorld()
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isMirrorRoom = game:GetLevel():GetCurrentRoom():IsMirrorWorld()
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-- Handle Flip Item
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-- Handle Flip Item
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@@ -514,12 +554,10 @@ if REPENTANCE then
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if EID:PlayersHaveCollectible(CollectibleType.COLLECTIBLE_FLIP) and EID.flipItemPositions[curRoomIndex] then
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if EID:PlayersHaveCollectible(CollectibleType.COLLECTIBLE_FLIP) and EID.flipItemPositions[curRoomIndex] then
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local pedestals = Isaac.FindByType(5, 100, -1, true, false)
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local pedestals = Isaac.FindByType(5, 100, -1, true, false)
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for _, pedestal in ipairs(pedestals) do
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for _, pedestal in ipairs(pedestals) do
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local gridPos = game:GetRoom():GetGridIndex(pedestal.Position)
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local flipEntry = EID.flipItemPositions[curRoomIndex][pedestal.InitSeed]
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local flipEntry = EID.flipItemPositions[curRoomIndex][gridPos]
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if flipEntry then
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if flipEntry then
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pedestal:GetData()["EID_FlipItemID"] = flipEntry
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pedestal:GetData()["EID_FlipItemID"] = flipEntry[1]
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pedestal:GetData()["EID_FlipItemPedestalIndex"] = pedestal.Index
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flipEntry[2] = game:GetRoom():GetGridIndex(pedestal.Position)
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pedestal:GetData()["EID_FlipItemPedestalGrid"] = gridPos
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end
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end
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end
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end
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end
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end
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