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Utils::WString CShipData::createData() const
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Utils::WString CShipData::createData() const
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{
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{
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	Utils::WString data = this->sModel;
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	Utils::WString data = this->sModel;
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	data.addToken(L";", Utils::WString::Number(this->iPictureID));
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	data = data.addToken(L";", Utils::WString::Number(this->iPictureID));
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	data.addToken(L";", Utils::WString::FromFloat(this->fRotX, -1));
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	data = data.addToken(L";", Utils::WString::FromFloat(this->fRotX, -1));
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	data.addToken(L";", Utils::WString::FromFloat(this->fRotY, -1));
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	data = data.addToken(L";", Utils::WString::FromFloat(this->fRotY, -1));
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	data.addToken(L";", Utils::WString::FromFloat(this->fRotZ, -1));
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	data = data.addToken(L";", Utils::WString::FromFloat(this->fRotZ, -1));
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	data.addToken(L";", CShipData::ConvertShipSubType(this->iSubType));
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	data = data.addToken(L";", CShipData::ConvertShipSubType(this->iSubType));
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	data.addToken(L";", Utils::WString::Number(this->iDesc));
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	data = data.addToken(L";", Utils::WString::Number(this->iDesc));
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	data.addToken(L";", Utils::WString::Number(this->iSpeed));
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	data = data.addToken(L";", Utils::WString::Number(this->iSpeed));
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	data.addToken(L";", Utils::WString::Number(this->iAccel));
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	data = data.addToken(L";", Utils::WString::Number(this->iAccel));
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	data.addToken(L";", Utils::WString::Number(this->iEngineSound));
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	data = data.addToken(L";", Utils::WString::Number(this->iEngineSound));
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	data.addToken(L";", Utils::WString::Number(this->iReactionDelay));
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	data = data.addToken(L";", Utils::WString::Number(this->iReactionDelay));
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	data.addToken(L";", Utils::WString::Number(this->iEngineEffect));
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	data = data.addToken(L";", Utils::WString::Number(this->iEngineEffect));
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	data.addToken(L";", Utils::WString::Number(this->iEngineGlow));
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	data = data.addToken(L";", Utils::WString::Number(this->iEngineGlow));
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	data.addToken(L";", Utils::WString::Number(this->iPower));
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	data = data.addToken(L";", Utils::WString::Number(this->iPower));
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	data.addToken(L";", Utils::WString::Number(this->iSoundMin));
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	data = data.addToken(L";", Utils::WString::Number(this->iSoundMin));
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	data.addToken(L";", Utils::WString::Number(this->iSoundMax));
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	data = data.addToken(L";", Utils::WString::Number(this->iSoundMax));
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	data.addToken(L";", this->sModelScene);
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	data = data.addToken(L";", this->sModelScene);
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	data.addToken(L";", this->sCockpitScene);
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	data = data.addToken(L";", this->sCockpitScene);
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	data.addToken(L";", Utils::WString::Number(this->iLaserMask));
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	data = data.addToken(L";", Utils::WString::Number(this->iLaserMask));
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	data.addToken(L";", Utils::WString::Number(this->iGunCount));
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	data = data.addToken(L";", Utils::WString::Number(this->iGunCount));
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	data.addToken(L";", Utils::WString::Number(this->iLaserEnergy));
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	data = data.addToken(L";", Utils::WString::Number(this->iLaserEnergy));
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	data.addToken(L";", Utils::WString::FromFloat(this->fLaserRecharge, -1));
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	data = data.addToken(L";", Utils::WString::FromFloat(this->fLaserRecharge, -1));
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	data.addToken(L";", Utils::WString::Number(this->iShieldType));
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	data = data.addToken(L";", Utils::WString::Number(this->iShieldType));
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	data.addToken(L";", Utils::WString::Number(this->iMaxShields));
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	data = data.addToken(L";", Utils::WString::Number(this->iMaxShields));
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	data.addToken(L";", Utils::WString::Number(this->iMissileMask));
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	data = data.addToken(L";", Utils::WString::Number(this->iMissileMask));
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	data.addToken(L";", Utils::WString::Number(this->iMissileCount));
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	data = data.addToken(L";", Utils::WString::Number(this->iMissileCount));
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	data.addToken(L";", Utils::WString::Number(this->iSpeedExtension));
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	data = data.addToken(L";", Utils::WString::Number(this->iSpeedExtension));
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	data.addToken(L";", Utils::WString::Number(this->iSteeringExtension));
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	data = data.addToken(L";", Utils::WString::Number(this->iSteeringExtension));
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	data.addToken(L";", Utils::WString::Number(this->iCargoMin));
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	data = data.addToken(L";", Utils::WString::Number(this->iCargoMin));
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	data.addToken(L";", Utils::WString::Number(this->iCargoMax));
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	data = data.addToken(L";", Utils::WString::Number(this->iCargoMax));
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	data.addToken(L";", Utils::WString::Number(this->iWareListID));
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	data = data.addToken(L";", Utils::WString::Number(this->iWareListID));
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	// 6 turrets next
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	// 6 turrets next
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	for ( int i = 0; i < 6; i++ )
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	for ( int i = 0; i < 6; i++ )
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	{
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	{
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		if ( this->cockpits[i].sCockpit.empty() )
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		if ( this->cockpits[i].sCockpit.empty() )
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			data.addToken(L";", Utils::WString::Number(this->cockpits[i].iCockpit));
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			data = data.addToken(L";", Utils::WString::Number(this->cockpits[i].iCockpit));
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		else
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		else
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		{
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		{
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			if ( this->cockpits[i].iCockpit > -1 )
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			if ( this->cockpits[i].iCockpit > -1 )
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				data.addToken(L";", this->cockpits[i].sCockpit + L"(" + (long)this->cockpits[i].iCockpit + L")");
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				data = data.addToken(L";", this->cockpits[i].sCockpit + L"(" + (long)this->cockpits[i].iCockpit + L")");
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			else
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			else
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				data.addToken(L";", this->cockpits[i].sCockpit);
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				data = data.addToken(L";", this->cockpits[i].sCockpit);
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		}
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		}
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		data.addToken(L";", Utils::WString::Number(this->cockpits[i].iPos));
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		data = data.addToken(L";", Utils::WString::Number(this->cockpits[i].iPos));
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	}
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	}
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	data.addToken(L";", Utils::WString::Number(this->iDocking));
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	data = data.addToken(L";", Utils::WString::Number(this->iDocking));
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	data.addToken(L";", Utils::WString::Number(this->iCargoClass));
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	data = data.addToken(L";", Utils::WString::Number(this->iCargoClass));
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	data.addToken(L";", Utils::WString::Number(this->iRace));
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	data = data.addToken(L";", Utils::WString::Number(this->iRace));
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	data.addToken(L";", Utils::WString::Number(this->iHull));
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	data = data.addToken(L";", Utils::WString::Number(this->iHull));
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	data.addToken(L";", Utils::WString::Number(this->iExplosionDef));
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	data = data.addToken(L";", Utils::WString::Number(this->iExplosionDef));
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	data.addToken(L";", Utils::WString::Number(this->iExplosionBody));
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	data = data.addToken(L";", Utils::WString::Number(this->iExplosionBody));
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	data.addToken(L";", Utils::WString::Number(this->iParticle));
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	data = data.addToken(L";", Utils::WString::Number(this->iParticle));
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	data.addToken(L";", Utils::WString::Number(this->iVariation));
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	data = data.addToken(L";", Utils::WString::Number(this->iVariation));
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	data.addToken(L";", Utils::WString::Number(this->iRotationAccel));
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	data = data.addToken(L";", Utils::WString::Number(this->iRotationAccel));
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	data.addToken(L";", Utils::WString::Number(this->iClass));
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	data = data.addToken(L";", Utils::WString::Number(this->iClass));
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	data.addToken(L";", Utils::WString::Number(this->iTurretCount));
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	data = data.addToken(L";", Utils::WString::Number(this->iTurretCount));
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	// now do the turrets
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	// now do the turrets
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	for ( int i = 0; i < this->iTurretCount; i++ )
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	for ( int i = 0; i < this->iTurretCount; i++ )
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	{
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	{
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		STurretEntry *t = this->lTurrets[i];
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		STurretEntry *t = this->lTurrets[i];
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		data.addToken(L";", Utils::WString::Number(t->iIndex));
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		data = data.addToken(L";", Utils::WString::Number(t->iIndex));
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		data.addToken(L";", Utils::WString::Number(t->iTurret));
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		data = data.addToken(L";", Utils::WString::Number(t->iTurret));
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		data.addToken(L";", t->sModel);
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		data = data.addToken(L";", t->sModel);
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		data.addToken(L";", Utils::WString::Number(t->iSceneNode));
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		data = data.addToken(L";", Utils::WString::Number(t->iSceneNode));
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	}
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	}
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	// the gun entries next
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	// the gun entries next
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	data.addToken(L";", Utils::WString::Number(this->iGunsCount));
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	data = data.addToken(L";", Utils::WString::Number(this->iGunsCount));
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	for ( int i = 0; i < this->iGunsCount; i++ )
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	for ( int i = 0; i < this->iGunsCount; i++ )
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	{
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	{
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		SGunGroup *g = this->lGuns[i];
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		SGunGroup *g = this->lGuns[i];
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		data.addToken(L";", Utils::WString::Number(g->iGunIndex));
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		data = data.addToken(L";", Utils::WString::Number(g->iGunIndex));
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		data.addToken(L";", Utils::WString::Number(g->iLaserCount));
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		data = data.addToken(L";", Utils::WString::Number(g->iLaserCount));
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		data.addToken(L";", Utils::WString::Number(g->iIndex));
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		data = data.addToken(L";", Utils::WString::Number(g->iIndex));
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		data.addToken(L";", Utils::WString::Number(g->iWeaponCount));
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		data = data.addToken(L";", Utils::WString::Number(g->iWeaponCount));
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		for ( int j = 0; j < g->iWeaponCount; j++ )
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		for ( int j = 0; j < g->iWeaponCount; j++ )
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		{
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		{
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			SWeaponGroup *w = g->lWeapons[j];
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			SWeaponGroup *w = g->lWeapons[j];
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			data.addToken(L";", Utils::WString::Number(w->iGunIndex));
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			data = data.addToken(L";", Utils::WString::Number(w->iGunIndex));
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			data.addToken(L";", Utils::WString::Number(w->iLaser));
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			data = data.addToken(L";", Utils::WString::Number(w->iLaser));
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			data.addToken(L";", w->sModel1);
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			data = data.addToken(L";", w->sModel1);
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			data.addToken(L";", Utils::WString::Number(w->iNode1));
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			data = data.addToken(L";", Utils::WString::Number(w->iNode1));
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			data.addToken(L";", w->sModel2);
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			data = data.addToken(L";", w->sModel2);
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			data.addToken(L";", Utils::WString::Number(w->iNode2));
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			data = data.addToken(L";", Utils::WString::Number(w->iNode2));
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		}
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		}
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	}
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	}
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	// now the rest of the data
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	// now the rest of the data
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	data.addToken(L";", Utils::WString::Number(this->iVolumn));
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	data = data.addToken(L";", Utils::WString::Number(this->iVolumn));
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	data.addToken(L";", Utils::WString::Number(this->iRelVal));
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	data = data.addToken(L";", Utils::WString::Number(this->iRelVal));
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	data.addToken(L";", Utils::WString::Number(this->iPriceMod1));
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	data = data.addToken(L";", Utils::WString::Number(this->iPriceMod1));
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	data.addToken(L";", Utils::WString::Number(this->iPriceMod2));
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	data = data.addToken(L";", Utils::WString::Number(this->iPriceMod2));
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	data.addToken(L";", Utils::WString::Number(this->iSize));
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	data = data.addToken(L";", Utils::WString::Number(this->iSize));
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	data.addToken(L";", Utils::WString::Number(this->iRelValPlayer));
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	data = data.addToken(L";", Utils::WString::Number(this->iRelValPlayer));
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	data.addToken(L";", Utils::WString::Number(this->iMinNoto));
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	data = data.addToken(L";", Utils::WString::Number(this->iMinNoto));
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	data.addToken(L";", Utils::WString::Number(this->iVideoID));
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	data = data.addToken(L";", Utils::WString::Number(this->iVideoID));
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	data.addToken(L";", Utils::WString::Number(this->iSkin));
117
	data = data.addToken(L";", Utils::WString::Number(this->iSkin));
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	data.addToken(L";", this->sID);
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	data = data.addToken(L";", this->sID);
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	data += L";"; // add the end ;
119
	data += L";"; // add the end ;
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120
 
121
	return data;
121
	return data;
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}
122
}
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