--- a/repair_ballast/Display_Escape_PLC/Plc Logic/Application/Function Blocks/Puzzle/VisionGameStateMachine/svnobj
+++ b/repair_ballast/Display_Escape_PLC/Plc Logic/Application/Function Blocks/Puzzle/VisionGameStateMachine/svnobj
@@ -1,5 +1,5 @@
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longTagText4//---- Client init  ----\\$IF NOT xInit THEN	N	UM				(		sName := 'Normal Operation', ì							dwSupportedStates := PACK_ML.State.All - PACK_ML.State.Suspending - PACK_ML.State.Suspended - PACK_ML.State.UnSuspending - PACK_ML.Holding - PACK_ML.Held - PACK_ML.UnHolding, Ô							dwAllowsLeavingFromStates := PACK_ML.State.Stopped OR PACK_ML.State.Aborted OR PACK_ML.State.Idle, Ö							dwAllowsEnteringIntoStates := PACK_ML.State.Stopped OR PACK_ML.State.Aborted OR PACK_ML.State.Idle, \							eInitialState := PACK_ML.State.Aborted,0							xActive := TRUE);	xInit := TRUE;	END_IFD//---- Client communicatie  ----\\4IF Client.bReadyToPLC THEN:	CASE Client.iCommandToPLC OF"	0 : 	//Handshake 	1 : 	//Lock!		IF SysStrCmp(Client.sCommandToPLC, Client.LockCommands[0]) =  0 THEN		"0			//First Lock Function#Ž			SendCommand(Command:= CommandType.Key,Value:=Client.KeyCommands[0]);$–		ELSIF SysStrCmp(Client.sCommandToPLC, Client.LockCommands[1]) =  0 THEN		%2			//Second Lock Function&Ž			SendCommand(Command:= CommandType.Key,Value:=Client.KeyCommands[1]);'		END_IF(	2 : 	//Key)	3 : 	//IO*	4 : 	//Media+	5 : 	//Hint,	6 : 	//State	-p		IF SysStrCmp(Client.sCommandFromPLC, 'SC') =  0 THEN		.&			StateComplete();/x		ELSIF SysStrCmp(Client.sCommandToPLC, 'Start') =  0 THEN		0			Start();1v		ELSIF SysStrCmp(Client.sCommandToPLC, 'Stop') =  0 THEN		2			Stop();3x		ELSIF SysStrCmp(Client.sCommandToPLC, 'Reset') =  0 THEN		4			Reset();5x		ELSIF SysStrCmp(Client.sCommandToPLC, 'Abort') =  0 THEN		6			Abort();7x		ELSIF SysStrCmp(Client.sCommandToPLC, 'Clear') =  0 THEN		8			Clear();9v		ELSIF SysStrCmp(Client.sCommandToPLC, 'Hold') =  0 THEN		:			Hold();;z		ELSIF SysStrCmp(Client.sCommandToPLC, 'UnHold') =  0 THEN		<			Unhold();	=|		ELSIF SysStrCmp(Client.sCommandToPLC, 'Suspend') =  0 THEN		>			Suspend();?€		ELSIF SysStrCmp(Client.sCommandToPLC, 'UnSuspend') =  0 THEN		@			UnSuspend();A		B	END_CASEC6	Client.iCommandToPLC := 0;D8	Client.sCommandToPLC := '';E:	Client.bReadyToPLC := FALSE;FD//---- Client statemachine  ----\\G.CASE UM.CurrentState OFH,PACK_ML.State.Stopped:I	;J,PACK_ML.State.Aborted:K&PACK_ML.State.Idle:L2PACK_ML.State.Complete :	M.PACK_ML.State.Execute :N(	CASE Client.Mode OFOV		Mode.Mode1: // Target practise simulationPJ			IF puzzleTimer.iProcess = 25 THEN;Qº				//	SendCommand(Command := CommandType.Hint ,Value := 'Collect the object in the room.');	R			END_IFSJ			IF puzzleTimer.iProcess = 50 THEN;Tš				//SendCommand(Command := CommandType.Media ,Value := 'Padlock K000367');	U			END_IF			VJ			IF puzzleTimer.iProcess = 75 THEN;W				//X			Y4	CASE Client.ActualStep OFZ
-					[¬	0: // determine if depending on the level of the game the calibration step is needed.\P		IF Client.Level = Level.Beginner THEN;]6			Client.ActualStep := 30;^		ELSE_6			Client.ActualStep := 10;`	10:// a	20:bd	30: // Hide the ijkpunten Start van de visiongamec0		xHide_ijkpunt := TRUE;d8		xHide_Text_Center := TRUE;e4		xHide_Crosshair := TRUE;fÌ		sInstructionString := 'Time To Start the Training Excersise, remember this is a battle simulation!';g	40:h2PACK_ML.State.Resetting :i"	StateComplete();j0PACK_ML.State.Starting :k4PACK_ML.State.Completing :l0PACK_ML.State.Aborting :m.PACK_ML.State.Stopping:n2PACK_ML.State.Clearing :	oEND_CASEp.//---- Emergency ----\\qVIF NOT x_EmergencyGF AND x_EmergencyFF THENr(	 //Emergency Abort.s	Abort();	t8//---- State handling ----\\uLClient.ActualState := UM.CurrentState;v>messageQueue(Client := Client);wäpuzzleTimer(xStartTimer := UM.CurrentState = PACK_ML.State.Execute ,xPauseTimer := ,xStopTimer:= NOT (UM.CurrentState = PACK_ML.State.Execute),tMaxPuzzleTime := Client.Duration);xPClient.Progress := puzzleTimer.iProcess;yFIF puzzleTimer.iProcess >= 100 THENz	Stop();{Interface|L{a9ed5b7e-75c5-4651-af16-d2c27e98cb94}}JFUNCTION_BLOCK VisionGameStateMachine~VAR_IN_OUT.	Client : PuzzleClient;€END_VARVAR‚0	UM	: PACK_ML.UnitMode; ƒj	xInit				: BOOL := FALSE; // Flag for initialization„:	messageQueue : MessageQueue;…6	puzzleTimer : PuzzleTimer;†// ‡&xHide_Map 		: BOOL;ˆ,xHide_Leopold 	: BOOL;‰.xHide_Leopold2 	: BOOL;Š,xHide_Zeeland 	: BOOL;‹.xHide_Rotterdam : BOOL;Œ,xHide_Dolfijn 	: BOOL;,xHide_ijkpunt 	: BOOL;Ž.xHide_Crosshair : BOOL;,xHide_Text_Top	: BOOL;2xHide_Text_Center 	:BOOL;‘,xHide_Button1		: BOOL;’,xHide_Button2		: BOOL;“8sInstructionString:  STRING;”"UniqueIdGenerator•427–POULevel—L{8e575c5b-1d37-49c6-941b-5c0ec7874787}˜Standard™ ChildObjectGuidsš8System.Collections.ArrayList›,AddAttributeSubsequentœboolÐÐ-ÐÐ	E
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+					[¬	0: // determine if depending on the level of the game the calibration step is needed.\P		IF Client.Level = Level.Beginner THEN;]6			Client.ActualStep := 30;^		ELSE_6			Client.ActualStep := 10;`	10:// a2		xHide_ijkpunt := FALSE;b:		xHide_Text_Center := FALSE;c	20:dd	30: // Hide the ijkpunten Start van de visiongamee0		xHide_ijkpunt := TRUE;f8		xHide_Text_Center := TRUE;g4		xHide_Crosshair := TRUE;h4		xHide_Text_Top := FALSE;iÌ		sInstructionString := 'Time To Start the Training Excersise, remember this is a battle simulation!';j	40:k2PACK_ML.State.Resetting :l"	StateComplete();m0PACK_ML.State.Starting :n4PACK_ML.State.Completing :o0PACK_ML.State.Aborting :p.PACK_ML.State.Stopping:q2PACK_ML.State.Clearing :	rEND_CASEs.//---- Emergency ----\\tVIF NOT x_EmergencyGF AND x_EmergencyFF THENu(	 //Emergency Abort.v	Abort();	w8//---- State handling ----\\xLClient.ActualState := UM.CurrentState;y>messageQueue(Client := Client);zäpuzzleTimer(xStartTimer := UM.CurrentState = PACK_ML.State.Execute ,xPauseTimer := ,xStopTimer:= NOT (UM.CurrentState = PACK_ML.State.Execute),tMaxPuzzleTime := Client.Duration);{PClient.Progress := puzzleTimer.iProcess;|FIF puzzleTimer.iProcess >= 100 THEN}	Stop();~InterfaceL{a9ed5b7e-75c5-4651-af16-d2c27e98cb94}€JFUNCTION_BLOCK VisionGameStateMachineVAR_IN_OUT‚.	Client : PuzzleClient;ƒEND_VAR„VAR…0	UM	: PACK_ML.UnitMode; †j	xInit				: BOOL := FALSE; // Flag for initialization‡:	messageQueue : MessageQueue;ˆ6	puzzleTimer : PuzzleTimer;‰// Š8xHide_Map 		: BOOL := TRUE ;‹<xHide_Leopold 	: BOOL := TRUE;Œ>xHide_Leopold2 	: BOOL := TRUE;<xHide_Zeeland 	: BOOL := TRUE;Ž>xHide_Rotterdam : BOOL := TRUE;<xHide_Dolfijn 	: BOOL := TRUE;<xHide_ijkpunt 	: BOOL := TRUE;‘>xHide_Crosshair : BOOL := TRUE;’<xHide_Text_Top	: BOOL := TRUE;“BxHide_Text_Center 	:BOOL := TRUE;”<xHide_Button1		: BOOL := TRUE;•<xHide_Button2		: BOOL := TRUE;–8sInstructionString:  STRING;—"UniqueIdGenerator˜432™POULevelšL{8e575c5b-1d37-49c6-941b-5c0ec7874787}›Standardœ ChildObjectGuids8System.Collections.ArrayListž,AddAttributeSubsequentŸboolÐÐ-ÐÐ	E
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