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Do not replace sprite mode if no change to Backpack inventory
Which should hopefully fix compatibility issues with Jungle Helper's lantern, since it is based on sprite mode
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Triggers/SetCustomInventoryTrigger.cs

+9-6
Original file line numberDiff line numberDiff line change
@@ -4,10 +4,10 @@
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namespace Celeste.Mod.MaxHelpingHand.Triggers {
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[CustomEntity("MaxHelpingHand/SetCustomInventoryTrigger")]
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public class SetCustomInventoryTrigger : Trigger {
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private int dashes = 1;
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private bool dreamDash = false;
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private bool groundRefills = true;
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private bool backpack = true;
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private readonly int dashes;
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private readonly bool dreamDash;
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private readonly bool groundRefills;
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private readonly bool backpack;
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public SetCustomInventoryTrigger(EntityData data, Vector2 offset) : base(data, offset) {
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dashes = data.Int("dashes");
@@ -17,9 +17,12 @@ public SetCustomInventoryTrigger(EntityData data, Vector2 offset) : base(data, o
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}
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public override void OnEnter(Player player) {
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(Scene as Level).Session.Inventory = new PlayerInventory(dashes, dreamDash, backpack, !groundRefills);
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Session session = (Scene as Level).Session;
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bool hadBackpack = session.Inventory.Backpack;
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if (!SaveData.Instance.Assists.PlayAsBadeline) {
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session.Inventory = new PlayerInventory(dashes, dreamDash, backpack, !groundRefills);
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if (!SaveData.Instance.Assists.PlayAsBadeline && hadBackpack != backpack) {
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player.ResetSprite(backpack ? PlayerSpriteMode.Madeline : PlayerSpriteMode.MadelineNoBackpack);
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}
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}

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