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