Use new AGRP prefix on console msg
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@@ -23,10 +23,10 @@ let smallGameMessageTimer = null;
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// ===========================================================================
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function initMessagingScript() {
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logToConsole(LOG_DEBUG, "[VRR.Messaging]: Initializing messaging script ...");
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logToConsole(LOG_DEBUG, "[AGRP.Messaging]: Initializing messaging script ...");
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smallGameMessageFonts = loadSmallGameMessageFonts();
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bigGameMessageFonts = loadSmallGameMessageFonts();
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logToConsole(LOG_DEBUG, "[VRR.Messaging]: Messaging script initialized!");
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logToConsole(LOG_DEBUG, "[AGRP.Messaging]: Messaging script initialized!");
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}
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// ===========================================================================
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@@ -64,10 +64,10 @@ function loadBigGameMessageFont() {
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// ===========================================================================
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function processSmallGameMessageRendering() {
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logToConsole(LOG_VERBOSE, "[VRR.Messaging]: Processing small game message rendering ...");
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logToConsole(LOG_VERBOSE, "[AGRP.Messaging]: Processing small game message rendering ...");
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if (renderSmallGameMessage) {
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if (smallGameMessageText != "") {
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logToConsole(LOG_VERBOSE, `[VRR.Messaging]: Rendering small game message: ${smallGameMessageText}`);
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logToConsole(LOG_VERBOSE, `[AGRP.Messaging]: Rendering small game message: ${smallGameMessageText}`);
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if (smallGameMessageFonts[smallGameMessageFontName] != null) {
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smallGameMessageFonts[smallGameMessageFontName].render(smallGameMessageText, [0, game.height - 90], game.width, 0.5, 0.0, smallGameMessageFonts[smallGameMessageFontName].size, smallGameMessageColour, true, true, false, true);
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}
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@@ -78,7 +78,7 @@ function processSmallGameMessageRendering() {
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// ===========================================================================
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function showSmallGameMessage(text, colour, duration, fontName) {
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logToConsole(LOG_DEBUG, `[VRR.Messaging] Showing small game message '${text}' using font ${fontName} for ${duration}ms`);
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logToConsole(LOG_DEBUG, `[AGRP.Messaging] Showing small game message '${text}' using font ${fontName} for ${duration}ms`);
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if (smallGameMessageText != "") {
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clearTimeout(smallGameMessageTimer);
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}
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