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Rev 1 Rev 103
Line 108... Line 108...
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			this->ListWeapons->Size = System::Drawing::Size(552, 588);
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			this->ListWeapons->Size = System::Drawing::Size(552, 588);
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			this->ListWeapons->TabIndex = 5;
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			this->ListWeapons->TabIndex = 5;
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			this->ListWeapons->UseCompatibleStateImageBehavior = false;
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			this->ListWeapons->UseCompatibleStateImageBehavior = false;
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			this->ListWeapons->View = System::Windows::Forms::View::Details;
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			this->ListWeapons->View = System::Windows::Forms::View::Details;
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			this->ListWeapons->ItemChecked += gcnew System::Windows::Forms::ItemCheckedEventHandler(this, &CustomiseWeapons::ListWeapons_ItemChecked);
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			this->ListWeapons->ItemChecked += gcnew System::Windows::Forms::ItemCheckedEventHandler(this, &CustomiseWeapons::ListWeapons_ItemChecked);
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			this->ListWeapons->ItemCheck += gcnew System::Windows::Forms::ItemCheckEventHandler(this, &CustomiseWeapons::ListWeapons_ItemCheck);
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			// 
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			// 
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			// columnHeader1
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			// columnHeader1
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			// 
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			// 
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			this->columnHeader1->Text = L"Group";
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			this->columnHeader1->Text = L"Group";
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			// 
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			// 
Line 237... Line 238...
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		 }
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		 }
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private: System::Void ComboGameLaser_SelectedIndexChanged(System::Object^  sender, System::EventArgs^  e) {
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private: System::Void ComboGameLaser_SelectedIndexChanged(System::Object^  sender, System::EventArgs^  e) {
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			 this->UpdateWeaponsList();
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			 this->UpdateWeaponsList();
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		 }
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		 }
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private: System::Void CheckWeaponDefault_CheckedChanged(System::Object^  sender, System::EventArgs^  e) {
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private: System::Void CheckWeaponDefault_CheckedChanged(System::Object^  sender, System::EventArgs^  e) {
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			 this->ListWeapons->Enabled = !this->;CheckWeaponDefault->;Checked;
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			 if ( this->;CheckWeaponDefault->;Checked ) {
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				 this->ListWeapons->BackColor = Color::Gainsboro;
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			 }
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			 else {
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				 this->ListWeapons->BackColor = Color::White;
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			 }
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			 this->ButCopyDefault->Visible = !this->CheckWeaponDefault->Checked;
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			 this->ButCopyDefault->Visible = !this->CheckWeaponDefault->Checked;
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			 if ( m_bUpdating ) return;
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			 if ( m_bUpdating ) return;
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			 int value = (this->CheckWeaponDefault->Checked) ? -1 : 0;
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			 int value = (this->CheckWeaponDefault->Checked) ? -1 : 0;
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			for ( SWeaponMasks *m = m_pWeapons->First(); m; m = m_pWeapons->Next() )
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			for ( SWeaponMasks *m = m_pWeapons->First(); m; m = m_pWeapons->Next() )
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			{
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			{
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				if ( m->iGame == this->ComboGameLaser->SelectedIndex )
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				if ( m->iGame == this->ComboGameLaser->SelectedIndex )
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				{
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				{
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					if ( this->RadioMissiles->Checked )
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					if ( this->RadioMissiles->Checked )
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						m->iMissileMask = value;
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						m->iMissileMask = value;
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					else
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					else
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						m->iLaserMask = value;
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						m->iLaserMask = value;
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					break;
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					break;
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				}
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				}
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			}
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			}
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			this->UpdateWeaponsList();
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			this->UpdateWeaponsList();
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		 }
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		 }
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private: System::Void ButCopyDefault_Click(System::Object^  sender, System::EventArgs^  e) {
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private: System::Void ButCopyDefault_Click(System::Object^  sender, System::EventArgs^  e) {
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			for ( SWeaponMasks *m = m_pWeapons->First(); m; m = m_pWeapons->Next() )
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			for ( SWeaponMasks *m = m_pWeapons->First(); m; m = m_pWeapons->Next() )
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			{
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			{
Line 268... Line 274...
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						m->iLaserMask = m_pShipData->iLaserMask;
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						m->iLaserMask = m_pShipData->iLaserMask;
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					break;
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					break;
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				}
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				}
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			}
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			}
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			this->UpdateWeaponsList();
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			this->UpdateWeaponsList();
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		 }
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private: System::Void ListWeapons_ItemCheck(System::Object^  sender, System::Windows::Forms::ItemCheckEventArgs^  e) {
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			 if ( this->CheckWeaponDefault->Checked && !m_bUpdating ) {
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				 e->NewValue = e->CurrentValue;
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			 }
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		 }
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		 }
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};
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};
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}
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}