IF reached

The IF reached node is a persistent comparison gate. Once the specified condition between A and B is met, the node enters a "True" state and stays there until it receives a manual reset signal.
When to use this node:
* Checkpoint Logic: Marking a specific puzzle step as "completed" once a sensor threshold is crossed, even if the sensor value later changes.
* One-Way Triggers: Ensuring that an event (like a hidden door opening) stays triggered once players have reached the required state.
* Accumulated Progress: Combining with a SUM node to trigger a permanent game state change once a total count is reached.
Connectors in
- A [type: variant]
- B [type: variant]
- reset [type: action]
Connectors out
- result [type: bool]
- reached [type: action]
- reset [type: action]
Node properties
- B [type: integer]
- operand [type: operand]