feat: debug-on reminder now also fires once per mission at gameplay start when Debug Mode was already ON at load (deferred from state-enter so the chat message is actually visible; silent when debug off or mod disabled)
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@@ -359,6 +359,7 @@ mod.on_game_state_changed = function(status, state_name)
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if state_name == "GameplayStateRun" then
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if status == "enter" then
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mod:check_game_mode()
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mod.debug_warn_pending = true
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-- game settings cache
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mod:init_game_settings()
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-- display
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@@ -716,6 +717,12 @@ mod:hook_safe(CLASS.PlayerUnitSmartTargetingExtension, "fixed_update",
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local game_mode_manager = Managers.state.game_mode
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mod:diag(string.format("OMNI-GATES class=%s companion=%s skull=%s mode=%s valid=%s toggle=%s debug=%s", tostring(context.class_name), tostring(context.has_companion), tostring(context.has_servo_skull), game_mode_manager and tostring(game_mode_manager:game_mode_name()) or "nil", tostring(context.game_mode_valid), tostring(mod_settings.toggle_mod), tostring(mod_settings.debug_mode)))
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end
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if mod.debug_warn_pending and context.game_mode_valid then
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mod.debug_warn_pending = false
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if mod_settings.toggle_mod and mod_settings.debug_mode then
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mod:notify("AutoMark DEBUG MODE is ON: file diagnostics in mods/AutoMark/diag_log.txt keep growing - turn it off when you are done!")
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end
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end
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if mod_settings.toggle_mod and context.game_mode_valid then
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mod.num_visibility_checks_this_frame = 0
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clean_expired_units(t)
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