add_switch( fgGetNode( child->getStringValue(), true ) );
}
}
+
+ // do a 2nd pass to pick up starting switch value if specified
+ for ( i = 0; i < node->nChildren(); ++i ) {
+ SGPropertyNode *child = node->getChild(i);
+ string cname = child->getName();
+ string cval = child->getStringValue();
+ // cout << " " << cname << " = " << cval << endl;
+ if ( cname == "initial-state" ) {
+ if ( cval == "off" ) {
+ set_switches( false );
+ } else {
+ set_switches( true );
+ }
+ }
+ }
}
+// set all switches to the specified state
+void FGElectricalConnector::set_switches( bool state ) {
+ cout << "setting switch state to " << state << endl;
+ for ( unsigned int i = 0; i < switches.size(); ++i ) {
+ switches[i]->setBoolValue( state );
+ }
+}
+
+
// return true if all switches are true, false otherwise. A connector
// could have multiple switches, but they all need to be true(closed)
// for current to get through.