Finish moving //y2014/... into its own namespace
Stuff didn't compile in the half-switched state it was in before.
Change-Id: I00ec3c79a2682982b12d4e8c8e682cb8625eb06d
diff --git a/y2014/control_loops/shooter/shooter.h b/y2014/control_loops/shooter/shooter.h
index 107fc65..cccb953 100644
--- a/y2014/control_loops/shooter/shooter.h
+++ b/y2014/control_loops/shooter/shooter.h
@@ -122,10 +122,10 @@
const Time kPrepareFireEndTime = Time::InMS(40);
class ShooterMotor
- : public aos::controls::ControlLoop<::frc971::control_loops::ShooterQueue> {
+ : public aos::controls::ControlLoop<::y2014::control_loops::ShooterQueue> {
public:
- explicit ShooterMotor(::frc971::control_loops::ShooterQueue *my_shooter =
- &::frc971::control_loops::shooter_queue);
+ explicit ShooterMotor(::y2014::control_loops::ShooterQueue *my_shooter =
+ &::y2014::control_loops::shooter_queue);
// True if the goal was moved to avoid goal windup.
bool capped_goal() const { return shooter_.capped_goal(); }
@@ -133,7 +133,7 @@
double PowerToPosition(double power);
double PositionToPower(double position);
void CheckCalibrations(
- const ::frc971::control_loops::ShooterQueue::Position *position);
+ const ::y2014::control_loops::ShooterQueue::Position *position);
typedef enum {
STATE_INITIALIZE = 0,
@@ -154,10 +154,10 @@
protected:
virtual void RunIteration(
- const ::frc971::control_loops::ShooterQueue::Goal *goal,
- const ::frc971::control_loops::ShooterQueue::Position *position,
- ::frc971::control_loops::ShooterQueue::Output *output,
- ::frc971::control_loops::ShooterQueue::Status *status);
+ const ::y2014::control_loops::ShooterQueue::Goal *goal,
+ const ::y2014::control_loops::ShooterQueue::Position *position,
+ ::y2014::control_loops::ShooterQueue::Output *output,
+ ::y2014::control_loops::ShooterQueue::Status *status);
private:
// We have to override this to keep the pistons in the correct positions.
@@ -179,7 +179,7 @@
load_timeout_ = Time::Now() + kLoadTimeout;
}
- ::frc971::control_loops::ShooterQueue::Position last_position_;
+ ::y2014::control_loops::ShooterQueue::Position last_position_;
ZeroedStateFeedbackLoop shooter_;