Small code cleanup & linting
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@@ -250,7 +250,7 @@ if REPENTANCE then
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local lastGetItemResult = {nil, nil, nil, nil} -- itemID, Frame, gridIndex, InitSeed
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local lastFrameGridChecked = 0
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function EID:postGetCollectible(selectedCollectible, itemPoolType, decrease, seed)
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function EID:postGetCollectible(selectedCollectible, itemPoolType)
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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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@@ -287,7 +287,7 @@ if REPENTANCE then
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EID:AddCallback(ModCallbacks.MC_POST_GET_COLLECTIBLE, EID.postGetCollectible)
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-- Handle Flip Item spawn
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function EID:preRoomEntitySpawn(entityType, variant, subtype, gridIndex, seed)
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function EID:preRoomEntitySpawn(entityType, variant, subtype, gridIndex)
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flipItemNext = false
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if entityType == 6 and variant == 14 then
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-- Inner Child pedestal
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@@ -369,7 +369,7 @@ if REPENTANCE then
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end
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-- Watch for a Void absorbing active items
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function EID:CheckVoidAbsorbs(collectibleType, rng, player)
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function EID:CheckVoidAbsorbs(_, _, player)
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local playerID = EID:getPlayerID(player)
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EID.absorbedItems[tostring(playerID)] = EID.absorbedItems[tostring(playerID)] or {}
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for _,v in ipairs(EID:VoidRoomCheck()) do
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@@ -491,7 +491,7 @@ function EID:printDescriptions(useCached)
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end
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-- Print our cached descriptions
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for i,indicator in ipairs(EID.CachedIndicators) do
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for _,indicator in ipairs(EID.CachedIndicators) do
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EID:renderIndicator(indicator[1], indicator[2])
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end
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for i,oldDesc in ipairs(EID.previousDescs) do
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@@ -922,7 +922,7 @@ function EID:handleHoverHUD()
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if EID.Config["ShowCursor"] then
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EID.CursorSprite:Render(Vector(mousePos.X / 2, mousePos.Y / 2), nullVector, nullVector)
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end
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for k, v in pairs(EID.HUDElements) do
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for _, v in pairs(EID.HUDElements) do
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local hudElement = EID:handleHUDElement(v)
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if hudElement.x <= mousePos.X and (hudElement.x + hudElement.width) >= mousePos.X and hudElement.y <= mousePos.Y and (hudElement.y + hudElement.height) >= mousePos.Y then
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local result = hudElement.descriptionObj()
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@@ -1034,7 +1034,7 @@ end
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EID:AddCallback(ModCallbacks.MC_POST_UPDATE, EID.onGameUpdate)
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-- Wait until all collectibles spawning this frame have spawned before checking what we need to check about them
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function EID:CollectibleSpawnedThisFrame(entity)
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function EID:CollectibleSpawnedThisFrame(_)
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collSpawned = true
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end
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EID:AddCallback(ModCallbacks.MC_POST_PICKUP_INIT, EID.CollectibleSpawnedThisFrame, PickupVariant.PICKUP_COLLECTIBLE)
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@@ -1055,12 +1055,12 @@ local function attemptPathfind(entity)
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pathCheckerEntity = game:Spawn(33, 0, EID.player.Position, nullVector, EID.player, 6969, 4354)
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pathCheckerEntity:GetData()["EID_Pathfinder"] = true
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pathCheckerEntity.Visible = false
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local success = pathCheckerEntity:ToNPC().Pathfinder:HasPathToPos(entity.Position, false)
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pathsChecked[entity.InitSeed] = success
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local successful = pathCheckerEntity:ToNPC().Pathfinder:HasPathToPos(entity.Position, false)
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pathsChecked[entity.InitSeed] = successful
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pathCheckerEntity:Remove()
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pathCheckerEntity = nil
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lastPathfindFrame = EID.GameUpdateCount
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return success
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return successful
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end
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local hasShownStartWarning = false
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@@ -1158,7 +1158,7 @@ EID.lastDist = 0
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EID.OptionChanged = false
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EID.bagPlayer = nil
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local function onRender(t)
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local function onRender()
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-- Increases by 60 per second, ignores pauses
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EID.GameRenderCount = EID.GameRenderCount + 1
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EID.OptionChanged = EID.MCM_OptionChanged
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@@ -1567,7 +1567,7 @@ EID:AddCallback(ModCallbacks.MC_USE_ITEM, OnUseD4, CollectibleType.COLLECTIBLE_D
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-- Re-init transformation progress and item interactions after using Genesis
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if REPENTANCE then
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local function OnUseGenesis(_, _, _, player)
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local function OnUseGenesis(_, _, _, _)
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OnGameStartGeneral()
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CheckAllActiveItemProgress()
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end
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