Use cached Game more for performance improvement (#879)
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@@ -1,3 +1,5 @@
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local game = Game()
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EID.ButtonToIconMap = {
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[ButtonAction.ACTION_SHOOTUP] = "{{ButtonY}}",
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[ButtonAction.ACTION_SHOOTDOWN] = "{{ButtonA}}",
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@@ -675,7 +677,7 @@ EID.InlineIcons["Tearsize"] = EID.isRepentance and EID.InlineIcons["TearsizeREP"
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-- Function for handling colors that fade between multiple different colors (rainbow, gold, tarot cloth purple)
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local function SwagColors(colors, maxAnimTime)
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maxAnimTime = maxAnimTime or 80
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local animTime = Game():GetFrameCount() % maxAnimTime
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local animTime = game:GetFrameCount() % maxAnimTime
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local colorFractions = (maxAnimTime - 1) / #colors
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local subAnm = math.floor(animTime / (colorFractions + 1)) + 1
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local primaryColorIndex = subAnm % (#colors + 1)
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@@ -785,7 +787,7 @@ EID.InlineColors = {
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-- Text will blink frequently
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["ColorBlink"] = function(color)
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local maxAnimTime = 40
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local animTime = Game():GetFrameCount() % maxAnimTime
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local animTime = game:GetFrameCount() % maxAnimTime
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color = EID:copyKColor(color) or EID:getTextColor()
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if animTime < maxAnimTime / 2 then
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color.Alpha = 1 * color.Alpha
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@@ -797,7 +799,7 @@ EID.InlineColors = {
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-- Text will fade in and out
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["ColorFade"] = function(color)
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local maxAnimTime = 30
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local animTime = Game():GetFrameCount() % (maxAnimTime + 10)
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local animTime = game:GetFrameCount() % (maxAnimTime + 10)
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color = EID:copyKColor(color) or EID:getTextColor()
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if animTime < maxAnimTime / 2 then
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color.Alpha = animTime / (maxAnimTime / 2) * color.Alpha
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