small code improvements
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@@ -919,11 +919,12 @@ if EID.isRepentance then
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if not descObj.Entity or inGlitchedCrown then return descObj end
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local entity = descObj.Entity
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local curRoomIndex = game:GetLevel():GetCurrentRoomIndex()
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local pedestalID = descObj.Entity.InitSeed .. descObj.Entity.Index
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if EID.GlitchedCrownCheck[curRoomIndex] and EID.GlitchedCrownCheck[curRoomIndex][descObj.Entity.InitSeed .. descObj.Entity.Index] then
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if EID.GlitchedCrownCheck[curRoomIndex] and EID.GlitchedCrownCheck[curRoomIndex][pedestalID] then
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-- this table has collectible ID keys that define the first frame and most recent frame that that ID has been seen on this pedestal
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-- we need to filter out items that haven't been seen in a while (due to a reroll perhaps), then sort by first frame
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local pedestalID = descObj.Entity.InitSeed .. descObj.Entity.Index
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local items = EID.GlitchedCrownCheck[curRoomIndex][pedestalID]
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local sortedItems = {}
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for id, frames in pairs(items) do
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