struct condition {
vector <eParam> TestParam;
vector <eParam> SetParam;
- vector <float> TestValue;
- vector <float> SetValue;
+ vector <double> TestValue;
+ vector <double> SetValue;
vector <string> Comparison;
- vector <float> TC;
+ vector <double> TC;
vector <bool> Persistent;
vector <eAction> Action;
vector <eType> Type;
vector <bool> Triggered;
- vector <float> newValue;
- vector <float> OriginalValue;
- vector <float> StartTime;
- vector <float> EndTime;
+ vector <double> newValue;
+ vector <double> OriginalValue;
+ vector <double> StartTime;
+ vector <double> EndTime;
condition() {
}
string EnginePath;
string ScriptPath;
string ScriptName;
- float StartTime;
- float EndTime;
+ double StartTime;
+ double EndTime;
vector <struct condition> Conditions;
FGState* State;
bool Allocate(void);
bool DeAllocate(void);
- void Debug(void);
+ void Debug(int from);
};
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