3 files changed
+53
-48
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+3
-1
@@ -508,7 +508,9 @@ function EID:hasDescription(entity)
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isAllowed = isAllowed or (entity.Variant == PickupVariant.PICKUP_TRINKET and EID.Config["DisplayTrinketInfo"])
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isAllowed = isAllowed or (entity.Variant == PickupVariant.PICKUP_TAROTCARD and EID.Config["DisplayCardInfo"])
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isAllowed = isAllowed or (entity.Variant == PickupVariant.PICKUP_PILL and EID.Config["DisplayPillInfo"])
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return isAllowed and (entity.SubType > 0 or EID:getEntityData(entity, "EID_FlipItemID"))
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return isAllowed and (entity.SubType > 0 or
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-- For Flip descriptions, allow 5.100.0 pedestals to have descriptions under VERY specific criteria!
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(REPENTANCE and EID:getEntityData(entity, "EID_FlipItemID") and EID:PlayersHaveCollectible(CollectibleType.COLLECTIBLE_FLIP)))
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end
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if entity.Type == 6 and entity.Variant == 16 and EID.Config["DisplayCraneInfo"] and REPENTANCE then
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isAllowed = not entity:GetSprite():IsPlaying("Broken") and not entity:GetSprite():IsPlaying("Prize") and EID.CraneItemType[tostring(entity.InitSeed)]
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+1
-1
@@ -28,7 +28,7 @@ local function entityToName(e, plural)
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local name = localizedNames[e] or EID.XMLEntityNames[e] or localizedNames[eWithZero] or EID.XMLEntityNames[eWithZero] or e
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--print out entities with no name yet
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if name == e then print("No name found for " .. e .. " (could be modded)")
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if name == e then Isaac.DebugString("No name found for " .. e .. " (could be modded)")
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elseif plural then name = name .. localizedNames["pluralize"] end
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return name
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@@ -244,13 +244,26 @@ local initialItemNext = false
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local flipItemNext = false
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if REPENTANCE then
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EID.flipItemPositions = {}
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local lastGetItemResult = {nil, nil, nil} -- itemID, Frame, gridIndex
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local lastGetItemResult = {nil, nil, nil, nil} -- itemID, Frame, gridIndex, InitSeed
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function EID:postGetCollectible(selectedCollectible, itemPoolType, decrease, seed)
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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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-- 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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-- 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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local curFrame = Isaac.GetFrameCount()
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local curRoomIndex = game:GetLevel():GetCurrentRoomIndex()
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@@ -260,33 +273,7 @@ if REPENTANCE then
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if EID.flipItemPositions[curRoomIndex] == nil then
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EID.flipItemPositions[curRoomIndex] = {}
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end
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EID.flipItemPositions[curRoomIndex][lastGetItemResult[3]] = selectedCollectible
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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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-- BUG if you leave the room before the new shop item spawns??
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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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local oldGridPos = pedestal:GetData()["EID_FlipItemPedestalGrid"]
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if EID.flipItemPositions[curRoomIndex][oldGridPos] and gridPos ~= oldGridPos then
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EID.flipItemPositions[curRoomIndex][oldGridPos] = nil
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EID.flipItemPositions[curRoomIndex][gridPos] = gridPos
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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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-- 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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EID.flipItemPositions[curRoomIndex][lastGetItemResult[4]] = {selectedCollectible, lastGetItemResult[3]}
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end
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end
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@@ -299,7 +286,7 @@ if REPENTANCE then
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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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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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@@ -307,32 +294,51 @@ if REPENTANCE then
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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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-- 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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-- 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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if EID.flipItemPositions[curRoomIndex] and not EID.flipItemPositions[curRoomIndex][entity.InitSeed] then
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-- Fix pedestal grid indexes (fixes bugs with restock shops, hopefully it isn't laggy)
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EID:CheckFlipGridIndexes()
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for k,v in pairs(EID.flipItemPositions[curRoomIndex]) do
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if v[2] == gridPos then
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EID.flipItemPositions[curRoomIndex][entity.InitSeed] = v
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EID.flipItemPositions[curRoomIndex][k] = nil
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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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function EID:preUseFlip(_)
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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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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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local flipEntry = EID.flipItemPositions[curRoomIndex][pedestal.InitSeed]
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if flipEntry then
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local gridPos = game:GetRoom():GetGridIndex(pedestal.Position)
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flipEntry[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 flipEntry = nil
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else flipEntry[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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EID:AddCallback(ModCallbacks.MC_PRE_USE_ITEM, EID.preUseFlip, CollectibleType.COLLECTIBLE_FLIP)
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EID:AddCallback(ModCallbacks.MC_PRE_USE_ITEM, EID.CheckFlipGridIndexes, CollectibleType.COLLECTIBLE_FLIP)
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end
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---------------------------------------------------------------------------
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@@ -514,12 +520,9 @@ if REPENTANCE 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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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][gridPos]
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local flipEntry = EID.flipItemPositions[curRoomIndex][pedestal.InitSeed]
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if flipEntry then
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pedestal:GetData()["EID_FlipItemID"] = flipEntry
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pedestal:GetData()["EID_FlipItemPedestalIndex"] = pedestal.Index
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pedestal:GetData()["EID_FlipItemPedestalGrid"] = gridPos
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pedestal:GetData()["EID_FlipItemID"] = flipEntry[1]
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end
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end
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end
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Reference in new issue
Block a user