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Rev 94 Rev 103
Line 31... Line 31...
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		CyStringList List;
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		CyStringList List;
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		int idPos = 23;
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		int idPos = 23;
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		int mask = 0;
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		int mask = 0;
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		int defaultMask = 0;
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		CGameDirectories *gameDir = ((CustomiseShip ^)m_pParent)->gameDirectories();
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		CGameDirectories *gameDir = ((CustomiseShip ^)m_pParent)->gameDirectories();
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		if ( this->ComboGameLaser->SelectedIndex > 0 )
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		if ( this->ComboGameLaser->SelectedIndex > 0 )
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		{
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		{
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				mask = m_pShipData->iMissileMask;
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				mask = m_pShipData->iMissileMask;
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			else
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			else
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				mask = m_pShipData->iLaserMask;
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				mask = m_pShipData->iLaserMask;
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		}
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		}
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		if ( this->RadioMissiles->Checked )
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			defaultMask = m_pShipData->iMissileMask;
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		else
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			defaultMask = m_pShipData->iLaserMask;
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		if ( defaultMask == -1 ) defaultMask = 0;
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		if ( mask == -1 ) mask = 0;
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		if ( mask == -1 ) mask = 0;
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		if ( this->ComboGameLaser->SelectedIndex > 0 )
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		if ( this->ComboGameLaser->SelectedIndex > 0 ) {
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		{
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			gameDir->setSelectedGameDirectory(this->ComboGameLaser->SelectedIndex, true);
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			gameDir->setSelectedGameDirectory(this->ComboGameLaser->SelectedIndex, true);
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			if ( gameDir->selectedVFS() ) 
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				((CustomiseShip ^)m_pParent)->LoadText(gameDir->selectedVFS());
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		}
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			if ( !this->RadioMissiles->Checked ) {
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		if ( !this->RadioMissiles->Checked ) {
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				for ( std::pair<Utils::String, Utils::String> laser = gameDir->firstLaser(); !laser.first.empty(); laser = gameDir->nextLaser() ) {
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			for ( std::pair<Utils::String, Utils::String> laser = gameDir->firstLaser(); !laser.first.empty(); laser = gameDir->nextLaser() ) {
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					_addToList(&List, laser, 6);
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				_addToList(&List, laser, 6);
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				}
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			}
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			}
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		}
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			else {
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		else {
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				for ( std::pair<Utils::String, Utils::String> missile = gameDir->firstMissile(); !missile.first.empty(); missile = gameDir->nextMissile() ) {
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			for ( std::pair<Utils::String, Utils::String> missile = gameDir->firstMissile(); !missile.first.empty(); missile = gameDir->nextMissile() ) {
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					_addToList(&List, missile, 6);
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				_addToList(&List, missile, 6);
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				}
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			}
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			}
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			gameDir->reselectTemporaryDirectory();
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		}
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		}
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		if ( this->ComboGameLaser->SelectedIndex > 0 )
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			gameDir->reselectTemporaryDirectory();
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		if ( this->ComboGameLaser->SelectedIndex > 0 && this->CheckWeaponDefault->Checked )
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			mask = defaultMask;
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		for ( int i = 0; i < 32; i++ )
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		for ( int i = 0; i < 32; i++ )
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		{
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		{
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			if ( List.Count() > i )
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			if ( List.Count() > i )
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			{
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			{
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				ListViewItem ^item = gcnew ListViewItem(SystemStringFromCyString(List.GetAt(i)->str));
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				ListViewItem ^item = gcnew ListViewItem(SystemStringFromCyString(List.GetAt(i)->str));
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				}
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				}
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				else
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				else
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					item->Tag = i;
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					item->Tag = i;
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				int flag = (1 << Convert::ToInt32(item->Tag));
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				int flag = (1 << Convert::ToInt32(item->Tag));
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				if ( mask & flag )
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				if ( mask & flag )
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					item->Checked = true;
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					item->Checked = true;
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				added = true;
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				added = true;
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			}
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			}
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