Add rewinding vars after Glowing Hourglass
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commit
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+18
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@@ -40,6 +40,7 @@ local pathsChecked = {}
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local altPathItemChecked = {}
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local altPathItemChecked = {}
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local alwaysUseLocalMode = false -- set to true after drawing a non-local mode description this frame
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local alwaysUseLocalMode = false -- set to true after drawing a non-local mode description this frame
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EID.ForceRefreshCache = false -- set to true to force-refresh descriptions, currently used for potential transformation text changes
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EID.ForceRefreshCache = false -- set to true to force-refresh descriptions, currently used for potential transformation text changes
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local preHourglassStatus = {}
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EID.GameUpdateCount = 0
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EID.GameUpdateCount = 0
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EID.GameRenderCount = 0
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EID.GameRenderCount = 0
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@@ -742,7 +743,7 @@ if REPENTANCE then
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end
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end
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end
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end
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end
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end
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function EID:onNewRoom()
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function EID:onNewRoomRep()
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local level = game:GetLevel()
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local level = game:GetLevel()
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isMirrorRoom = level:GetCurrentRoom():IsMirrorWorld()
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isMirrorRoom = level:GetCurrentRoom():IsMirrorWorld()
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isDeathCertRoom = EID:GetDimension(level) == 2
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isDeathCertRoom = EID:GetDimension(level) == 2
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@@ -752,8 +753,23 @@ if REPENTANCE then
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flipItemNext = false
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flipItemNext = false
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EID:AssignFlipItems()
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EID:AssignFlipItems()
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end
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end
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EID:AddCallback(ModCallbacks.MC_POST_NEW_ROOM, EID.onNewRoom)
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EID:AddCallback(ModCallbacks.MC_POST_NEW_ROOM, EID.onNewRoomRep)
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end
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end
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-- On new room, save the status of any variables that need to be rewound upon Glowing Hourglass usage
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function EID:onNewRoom()
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local curRoomIndex = game:GetLevel():GetCurrentRoomIndex()
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preHourglassStatus = {}
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preHourglassStatus.SacrificeCounter = EID.sacrificeCounter[curRoomIndex]
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end
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EID:AddCallback(ModCallbacks.MC_POST_NEW_ROOM, EID.onNewRoom)
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function EID:WatchForGlowingHourglass()
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local curRoomIndex = game:GetLevel():GetCurrentRoomIndex()
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EID.sacrificeCounter[curRoomIndex] = preHourglassStatus.SacrificeCounter
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end
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EID:AddCallback(ModCallbacks.MC_PRE_USE_ITEM, EID.WatchForGlowingHourglass, CollectibleType.COLLECTIBLE_GLOWING_HOUR_GLASS)
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---------------------------------------------------------------------------
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---------------------------------------------------------------------------
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---------------------------Handle Rendering--------------------------------
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---------------------------Handle Rendering--------------------------------
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