Fix reloading after a mod change
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065ddadaab
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+10
@@ -121,6 +121,10 @@ local function CheckLogForItems(_)
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eidDesc = EID:CheckGlitchedItemConfig(maxNumber - spawnedItems) .. eidDesc
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eidDesc = EID:CheckGlitchedItemConfig(maxNumber - spawnedItems) .. eidDesc
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EID:addCollectible(maxNumber - spawnedItems, eidDesc)
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EID:addCollectible(maxNumber - spawnedItems, eidDesc)
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end
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end
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elseif string.find(line, "Game ended;") then
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spawnedItems = 0
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lastEffectTrigger = "chain"
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eidDesc = ""
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end
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end
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line = theLog:read()
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line = theLog:read()
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@@ -146,3 +150,9 @@ local function GameStartTMTRAINER(_,isSave)
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spawnedItems = 0
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spawnedItems = 0
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end
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end
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EID:AddCallback(ModCallbacks.MC_POST_GAME_STARTED, GameStartTMTRAINER)
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EID:AddCallback(ModCallbacks.MC_POST_GAME_STARTED, GameStartTMTRAINER)
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local function GameEndTMTRAINER()
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-- Our cursor spot in the log gets wiped if mods are reloaded; can't think of a better way than this
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Isaac.DebugString("[EID] Game ended; ignore previous glitched items in the log!")
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end
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EID:AddCallback(ModCallbacks.MC_PRE_GAME_EXIT, GameEndTMTRAINER)
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