Fixed AND/OR or components staying inactive until they receive their first signal. Closes #387
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@@ -36,20 +36,19 @@ namespace Barotrauma.Items.Components
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get { return falseOutput; }
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set { falseOutput = value; }
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}
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public AndComponent(Item item, XElement element)
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: base (item, element)
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{
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timeSinceReceived = new float[] { Math.Max(timeFrame*2.0f,0.1f), Math.Max(timeFrame*2.0f, 0.1f) };
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//output = "1";
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public AndComponent(Item item, XElement element)
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: base(item, element)
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{
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timeSinceReceived = new float[] { Math.Max(timeFrame * 2.0f, 0.1f), Math.Max(timeFrame * 2.0f, 0.1f) };
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IsActive = true;
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}
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public override void Update(float deltaTime, Camera cam)
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{
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bool sendOutput = true;
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for (int i = 0; i<timeSinceReceived.Length; i++)
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{
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for (int i = 0; i < timeSinceReceived.Length; i++)
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{
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if (timeSinceReceived[i] > timeFrame) sendOutput = false;
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timeSinceReceived[i] += deltaTime;
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}
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@@ -67,12 +66,10 @@ namespace Barotrauma.Items.Components
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case "signal_in1":
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if (signal == "0") return;
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timeSinceReceived[0] = 0.0f;
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IsActive = true;
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break;
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case "signal_in2":
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if (signal == "0") return;
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timeSinceReceived[1] = 0.0f;
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IsActive = true;
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break;
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case "set_output":
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output = signal;
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@@ -5,14 +5,15 @@ namespace Barotrauma.Items.Components
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class OrComponent : AndComponent
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{
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public OrComponent(Item item, XElement element)
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: base (item, element)
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: base(item, element)
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{
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IsActive = true;
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}
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public override void Update(float deltaTime, Camera cam)
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{
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bool sendOutput = false;
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for (int i = 0; i<timeSinceReceived.Length; i++)
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for (int i = 0; i < timeSinceReceived.Length; i++)
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{
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if (timeSinceReceived[i] <= timeFrame) sendOutput = true;
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timeSinceReceived[i] += deltaTime;
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