fix unqueued passives not refreshing cache

This commit is contained in:
Buurazu authored and GitHub committed 2022-04-13 03:29:55 -04:00
1 parent 3fcf50d906
commit a19472c69c
1 file changed
+6
+6
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@@ -1566,6 +1566,7 @@ end
-- Given a transformation identifier, iterate over every player and count the number of items they have which count towards that transformation
EID.PlayerItemInteractions = {}
local hadQueuedItem = {}
function EID:evaluateQueuedItems()
for i = 0, game:GetNumPlayers() - 1 do
local player = Isaac.GetPlayer(i)
@@ -1573,6 +1574,11 @@ function EID:evaluateQueuedItems()
if not EID.PlayerItemInteractions[i] then
EID.PlayerItemInteractions[i] = {LastTouch = 0, actives = {}, pills = {}, altActives = {}, altPills = {}}
end
-- Refresh our descriptions upon a queued passive item being added to a player
if not player.QueuedItem.Item and hadQueuedItem[i] then
EID.ForceRefreshCache = true
end
hadQueuedItem[i] = player.QueuedItem.Item ~= nil
if EID.PlayerItemInteractions[i].LastTouch + 45 >= game:GetFrameCount() and player.QueuedItem.Item then
return
else