tweaks - untested
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@ -163,7 +163,7 @@ private:
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/*
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* Run the Shooter only while the THUMB button is held down on the operator stick.
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* the 'pickupRunning' boolean is there to prevent the shooter from calling PickUp
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* every itteration of the TeleopPeriodic method (once every 10ms!)
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* every iteration of the TeleopPeriodic method (once every 10ms!)
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* The pickup is disabled when the thumb button is released, but the code still
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* has 'pickupRunning' as true.
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*/
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@ -177,10 +177,14 @@ private:
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shooter.PickUp(false);
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pickupRunning = false;
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}
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else if(launch_spinny.Get() != 1)
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{
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launch_spinny.Set(1);
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}
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/*
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* The 'inverting' variable is used to make sure that the drive train isn't getting
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* inverted every itteration of the TeleopPeriodic method while the button is held down.
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* inverted every iteration of the TeleopPeriodic method while the button is held down.
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* This is important because the TeleopPeriodic method executes something like once every 10ms.
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* Thus, this if-else if pair make the button a toggle.
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*/
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@ -84,13 +84,10 @@ public:
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void Shoot()
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{
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// TODO: Shooter Logic should go as follows:
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/*
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Assuming a ball is held in the shooter. When the trigger is pulled,
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the launch-spinny should be STOPPED. Start a Timer object counting
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When... too hard to write.. I emailed you a flow chart.
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*/
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if (shotClock.Get() > (SPINUP_TIME + 0.1))
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{
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state = RESETTING;
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}
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switch (state)
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{
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case READY:
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@ -152,7 +149,13 @@ public:
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{
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pickup->Set((float) (state * PICKUP_POWER));
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launcher->Set((float) (state * PICKUP_POWER * -1));
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//launch_spinny->Set(-1.0*PICKUP_POWER);
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if (state)
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{
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launch_spinny->Set(-1.0);
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} else
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{
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launch_spinny->Set(1);
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}
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//std::cout << "picking up!\n";
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}
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