Improved Luadocs and fixed some code warnings
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@@ -49,7 +49,7 @@ local pathsChecked = {}
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local altPathItemChecked = {}
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local alwaysUseLocalMode = false -- set to true after drawing a non-local mode description this frame
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EID.ForceRefreshCache = false -- set to true to force-refresh descriptions, currently used for potential transformation text changes
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EID.holdTabPlayer = 0
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EID.holdTabPlayer = nil
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EID.holdTabCounter = 0
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EID.DInfinityState = {}
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local forgottenDropTimer = 0
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@@ -294,7 +294,7 @@ if EID.isRepentance then
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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():GetCurrentRoomDesc().ListIndex
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local curRoomIndex = game:GetLevel():GetCurrentRoomIndex()
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if curFrame == lastGetItemResult[2] then
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if initialItemNext then lastGetItemResult[1] = selectedCollectible
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elseif flipItemNext and lastGetItemResult[1] then
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@@ -328,7 +328,7 @@ if EID.isRepentance then
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flipItemNext = true
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lastGetItemResult[4] = entity.InitSeed
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local curRoomIndex = game:GetLevel():GetCurrentRoomDesc().ListIndex
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local curRoomIndex = game:GetLevel():GetCurrentRoomIndex()
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local gridPos = game:GetRoom():GetGridIndex(entity.Position)
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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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@@ -355,7 +355,7 @@ if EID.isRepentance then
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-- Only pedestals with indexes that were present at room load can be flip pedestals
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-- Fixes shop restock machines and Diplopia... mostly. At least while you're in the room.
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if EID:getEntityData(entity, "EID_FlipItemID") and entity.Index > EID.flipMaxIndex then
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local curRoomIndex = game:GetLevel():GetCurrentRoomDesc().ListIndex
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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][entity.InitSeed]
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-- only wipe the data if the grid index matches (so Diplopia pedestals don't)
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@@ -370,7 +370,7 @@ if EID.isRepentance then
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-- also, reload our descriptions due to transformation progress changing upon Flip
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EID.ForceRefreshCache = true
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lastFrameGridChecked = Isaac.GetFrameCount()
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local curRoomIndex = game:GetLevel():GetCurrentRoomDesc().ListIndex
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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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@@ -775,7 +775,7 @@ EID.isDeathCertRoom = false
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if EID.isRepentance then
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function EID:AssignFlipItems()
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EID.flipMaxIndex = -1
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local curRoomIndex = game:GetLevel():GetCurrentRoomDesc().ListIndex
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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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@@ -895,7 +895,7 @@ function EID:renderIndicator(entity, playerNum)
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end
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-- Don't apply sprite.Color changes to Effects (Dice Floors, Card Reading Portals), use Arrow instead
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if EID.Config["Indicator"] == "arrow" or entity.Type == 1000 or EID:IsGridEntity(entity) then
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if EID.Config["Indicator"] == "arrow" or entity.Type == 1000 or sprite == nil then
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ArrowSprite:RenderLayer(playerNum-1, arrowPos, nullVector, nullVector)
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else
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local colorMult = {1,1,1}
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