Fixed some linting issues
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@@ -213,7 +213,7 @@ local function onDebugRender(t)
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for i, v in ipairs(charsToDebug) do
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local pos = EID:getTextPosition() + Vector(-5, - 15 + ((i - 1) * 14))
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EID:renderString(v, pos, Vector(EID.Scale, EID.Scale), KColor(1, 1, 1, 1, 0, 0, 0))
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EID:renderString(v, pos, Vector(EID.Scale, EID.Scale), KColor(1, 1, 1, 1))
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if not showDebugChars then
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break
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@@ -800,6 +800,8 @@ end
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-- RGB colors for each player's highlights (Red, Blue, Green, Yellow)
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local playerRGB = { {1,0.6,0.6}, {0.5,0.75,1}, {0.5,1,0.75}, {0.9, 0.9, 0.5} }
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---@param entity Entity
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function EID:renderIndicator(entity, playerNum)
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if EID.Config["Indicator"] == "none" then
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return
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@@ -870,6 +872,7 @@ function EID:renderIndicator(entity, playerNum)
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end
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end
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---@param entity Entity
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function EID:PositionLocalMode(entity)
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-- don't use Local Mode for descriptions without an entity (or dice floors)
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if (EID.Config["DisplayMode"] == "local" or alwaysUseLocalMode) and entity and entity.Variant ~= EffectVariant.DICE_FLOOR then
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@@ -1304,7 +1307,7 @@ local function onRender(t)
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table.insert(searchGroups, Isaac.FindInRadius(sourcePos, tonumber(EID.Config["MaxDistance"])*40, searchPartitions))
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for k,_ in pairs(EID.effectList) do
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table.insert(searchGroups, Isaac.FindByType(EntityType.ENTITY_EFFECT, k, -1, true, false))
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table.insert(searchGroups, Isaac.FindByType(EntityType.ENTITY_EFFECT, tonumber(k), -1, true, false))
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end
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for _, entitySearch in ipairs(searchGroups) do
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