FloorCnt1[7..0] = FloorCnter.flrcnt1[7..0];
Red1 = FloorCnter.redlight1;
Green1 = !Red1;
FloorCnter.flr2[7..0] = InFloor2[7..0];
FloorCnter.loadflr2a = LoadFloor2a;
FloorCnter.loadflr2b = LoadFloor2b;
% Active Low %
FloorCnter.cnta = HighA;
%always Hi Regardless%
FloorCnter.cntb = HighB;
FloorCnter.switch2 = Entrswitch2 # Exitswitch2;
% Entrance Sensor%
FloorCnter.clearflr2 = ClearFlr2;
FloorCnter.cntupdwn2 = Cntup2;
% Entrance Sensor%
FloorCnt2[7..0] = FloorCnter.flrcnt2[7..0];
Red2 = FloorCnter.redlight2;
Green2 = !Red2;
FloorCnter.flr3[7..0] = InFloor3[7..0];
FloorCnter.loadflr3a = LoadFloor3a;
FloorCnter.loadflr3b = LoadFloor3b;
FloorCnter.cnta = HighA;
%always Hi Regardless%
FloorCnter.cntb = HighB;
FloorCnter.switch3 = Entrswitch3 # Exitswitch3;
% Entrance Sensor%
FloorCnter.clearflr3 = ClearFlr3;
FloorCnter.cntUpDwn3 = Cntup3;
% Entrance Sensor%
FloorCnt3[7..0] = FloorCnter.flrcnt3[7..0];
Red3 = FloorCnter.redLight3;
Green3 = !Red3;
FloorCnter.flr4[7..0] = InFloor4[7..0];
FloorCnter.loadflr4a = LoadFloor4a;
FloorCnter.loadflr4b = LoadFloor4b;
FloorCnter.cnta = HighA;
%always Hi Regardless%
FloorCnter.cntb = HighB;
FloorCnter.switch4 = Entrswitch4 # Exitswitch4;
% Entrance Sensor%
FloorCnter.clearflr4 = ClearFlr4;
FloorCnter.cntUpDwn4 = Cntup4;
% Entrance Sensor%
FloorCnt4[7..0] = FloorCnter.flrcnt4[7..0];
Red4 = FloorCnter.redLight4;
Green4 = !Red4;
Adder.cin = GND;
temp1[7..0] = FloorCnt1[7..0]; Adder.a[7..0]= temp1[7..0]
;
temp2[7..0] = FloorCnt2[7..0]; Adder.b[7..0] =
temp2[7..0];
Fout[7..0] = Adder.f[7..0];
Adder2.cin = GND;
temp3[7..0] = FloorCnt3[7..0]; Adder2.a[7..0]= temp3[7..0]
;
temp4[7..0] = FloorCnt4[7..0]; Adder2.b[7..0] =
temp4[7..0];
Foutb[7..0] = Adder2.f[7..0];
Adder3.cin = GND;
temp5[7..0] = Fout[7..0]; Adder3.a[7..0]= temp5[7..0] ;
temp6[7..0] = Foutb[7..0]; Adder3.b[7..0] = temp6[7..0];
BldgCount[11..0] = Adder3.f[11..0];