Small code cleanup & linting
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95583c057d
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6 files changed
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-30
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+3
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@@ -1057,7 +1057,7 @@ function EID:renderString(str, position, scale, kcolor)
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local textPartsTable = EID:filterColorMarkup(str, kcolor)
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local offsetX = 0
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for _, textPart in ipairs(textPartsTable) do
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local strFiltered, spriteTable = EID:filterIconMarkup(textPart[1], position.X, position.Y)
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local strFiltered, spriteTable = EID:filterIconMarkup(textPart[1])
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EID:renderInlineIcons(spriteTable, position.X + offsetX, position.Y)
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if strFiltered then -- prevent possible crash when strFiltered is nil
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EID.font:DrawStringScaledUTF8(strFiltered, position.X + offsetX, position.Y, scale.X, scale.Y, textPart[2], 0, false)
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@@ -1073,7 +1073,7 @@ end
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-- Adds Description object modifiers.
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-- Used for altering descriptions. Example: Spindown dice, Tarot Cloth, ...
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function EID:addDescriptionModifier(modifierName, condition, callback)
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for i,v in ipairs(EID.DescModifiers) do
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for _,v in ipairs(EID.DescModifiers) do
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if v["name"] == modifierName then
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v["condition"] = condition
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v["callback"] = callback
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@@ -1238,7 +1238,7 @@ function EID:isCollectibleUnlocked(collectibleID, itemPoolOfItem)
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end
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end
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local isUnlocked = false
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for i = 0, 1 do -- some samples to make sure
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for _ = 0, 1 do -- some samples to make sure
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local collID = itemPool:GetCollectible(itemPoolOfItem, false, 1)
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if collID == collectibleID then
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isUnlocked = true
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+7
-7
@@ -8,7 +8,7 @@ local languageFilesToCheck = {"cs_cz"} -- EID.Languages -- single file check {"k
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-- count en_us entries for stats
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local count = 0
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function EID:countEntries(t)
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for k, v in pairs(t) do
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for k, _ in pairs(t) do
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count = count + 1
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if type(t[k]) == "table" then
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EID:countEntries(t[k])
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@@ -19,11 +19,11 @@ EID:countEntries(EID.descriptions["en_us"])
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local enUSEntries = count
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print("en_us entries: "..enUSEntries)
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for i,lang in ipairs(languageFilesToCheck) do
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for _,lang in ipairs(languageFilesToCheck) do
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print("Now checking integrity of languagefile: " .. lang)
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-- Generic function to compare two tables
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function EID:compareTables(table1, table2, prevKey, progress)
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for k, v in pairs(table1) do
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for k, _ in pairs(table1) do
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progress[1] = progress[1] + 1
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if not table2[k] then
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print(" Table '" .. prevKey .. "' does not contain key: " .. k)
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@@ -35,7 +35,7 @@ for i,lang in ipairs(languageFilesToCheck) do
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local filteredText = EID:replaceShortMarkupStrings(table2[k])
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local textPartsTable = EID:filterColorMarkup(filteredText, EID:getNameColor())
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for _, textPart in ipairs(textPartsTable) do
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local filteredSpriteText, spriteTable = EID:filterIconMarkup(textPart[1], 0, 0)
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local filteredSpriteText, spriteTable = EID:filterIconMarkup(textPart[1])
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if string.find(filteredSpriteText, "{{") or string.find(filteredSpriteText, "}}") then
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print(" Table '" .. prevKey .. "' entry '" .. k .. "' does contain a broken markup object: '" .. table2[k])
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@@ -186,15 +186,15 @@ EID:addColor("ColorBlackBlink", nil, function(color)
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-- Test: Pill effect unidentifyable
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EID:SetPillEffectUnidentifyable(24, true) -- set "I can see forever" to always be unidentifyable
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local function onDebugRender(t)
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local function onDebugRender()
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EID:renderHUDLocationIndicators()
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for i,v in ipairs(Isaac.FindByType(5,10,3,true,false)) do
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for _,v in ipairs(Isaac.FindByType(5,10,3,true,false)) do
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if v:GetData()["EID_Description"] == nil then
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v:GetData()["EID_Description"] = "Test specific description#Init seed: ".. v.InitSeed
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end
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end
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for i,v in ipairs(Isaac.FindByType(5,10,4,true,false)) do
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for _,v in ipairs(Isaac.FindByType(5,10,4,true,false)) do
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if v:GetData()["EID_Description"] == nil then
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local descTable = {
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["Name"] = "Some Item with seed ".. v.InitSeed ,
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@@ -181,7 +181,6 @@ function EID:getHoldMapDescription(player, checkingTwin)
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-- Pocket Item Descriptions
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-- Annoying because there's no easy way to just get the info of a slot
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if EID.Config["ItemReminderShowPocketDesc"] > 0 then
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local numPrinted = 0
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-- I don't think we can actually know what slot the player is on, so, save these to display (if they exist) for when Card and Pill in a slot are both 0, to attempt to always show them in slot order
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local dicePrinted = false
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local diceBag = REPENTANCE and player:GetActiveItem(3) or 0
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@@ -39,7 +39,7 @@ if REPENTANCE then
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justDidD = true
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end
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EID:AddCallback(ModCallbacks.MC_PRE_USE_ITEM, EID.WatchForDInfinity, CollectibleType.COLLECTIBLE_D_INFINITY)
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function EID:WatchForDice(collectibleType, rng, player)
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function EID:WatchForDice(collectibleType, _, player)
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if not justDidD or collectibleType == 489 then return end
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justDidD = false
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local playerID = EID:getPlayerID(player)
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@@ -201,7 +201,7 @@ function EID:Teleport2Prediction()
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local roomNames = EID:getDescriptionEntry("RoomTypeNames")
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-- Return a string for the first uncleared room type that we find
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for i,v in ipairs(roomOrder) do
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for _,v in ipairs(roomOrder) do
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if unclearedTypes[v] then
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local descString = (teleport2Icons[v] or EID.RoomTypeToMarkup[v]) .. " " .. roomNames[v]
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-- Tall Vertical Main Greed Room exception, because why not, attention to detail
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@@ -287,7 +287,7 @@ local specialCards = {[49] = true, [50] = true, [78] = true}
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function EID:D1Prediction(rng)
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local poss = {}
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for i,v in ipairs(Isaac.FindByType(5,-1,-1)) do
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for _,v in ipairs(Isaac.FindByType(5,-1,-1)) do
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-- Check the blacklist, as well as Rune of Jera in AB+, and empty chests in Rep
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if not D1blacklist[v.Variant] and (REPENTANCE or v.Variant ~= 300 or v.SubType ~= 33) and (not REPENTANCE or v:ToPickup():CanReroll()) then
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table.insert(poss, v)
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+5
-5
@@ -478,14 +478,14 @@ if REPENTANCE then
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end
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if pickupHistory then
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local lastUsedPill = PillEffect.PILLEFFECT_VURP + 1
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local i = 1
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while (i <= #pickupHistory) do
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local entry = pickupHistory[i]
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local j = 1
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while (j <= #pickupHistory) do
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local entry = pickupHistory[j]
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if entry[1] == "pill" then
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lastUsedPill = entry[3]
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break
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end
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i = i + 1
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j = j + 1
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end
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local tableName = EID:getTableName(descObj.ObjType, descObj.ObjVariant, descObj.ObjSubType)
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local name = EID:getPillName(lastUsedPill, tableName == "horsepills")
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@@ -660,7 +660,7 @@ end
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EID:addDescriptionModifier("EID Afterbirth+", EIDConditionsAB, nil)
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-- should this be done differently so that mods can add tab previews? (tab conditions is done last, but would be done before callbacks mods add, maybe tab should be checked in EID:getDescriptionObj
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local function TabConditions(descObj)
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local function TabConditions(_)
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if EID:PlayersActionPressed(EID.Config["BagOfCraftingToggleKey"]) and not EID.inModifierPreview then return true end
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EID.TabPreviewID = 0
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return false
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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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