I left out one section. During the first "Parse Type" where it determines a system message or player message, it also determines if it was a 'Near Miss" and logs that. It will log the actual bad string as well for debugging purposes.
It is a little large, but I couldn't make it small and have it readable. Click on it to see it in full size.
The blue 'switch' items can either be a single time or a logic 'high/low' type switch. The wait circuit just checks their status.
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