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namespace Creator {
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namespace Creator {
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void CustomiseWeapons1::UpdateShields()
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void CustomiseWeapons1::UpdateShields()
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{
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{
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this->ComboShield->Items->Clear();
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this->ComboShield->Items->Clear();
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CyStringList *list = ((CustomiseShip ^)m_pParent)->GetShields();
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CGameDirectories *game = ((CustomiseShip ^)m_pParent)->gameDirectories();
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for(Utils::String shield = game->firstShield(); !shield.empty(); shield = game->nextShield()) {
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if ( !list || list->Empty() )
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this->ComboShield->Items->Add(_US(shield));
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{
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}
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// add some defaults if we dont have any
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if ( !this->ComboShield->Items->Count ) {
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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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this->ComboShield->Items->Add("SS_SHIELD_" + Convert::ToString(i));
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this->ComboShield->Items->Add("SS_SHIELD_" + Convert::ToString(i));
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return;
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}
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}
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for ( SStringList *str = list->Head(); str; str = str->next )
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this->ComboShield->Items->Add(this->AddText(this->AddText(this->FindText(-1, TEXTPAGE_OBJECTS, str->str.GetToken(";", 7, 7).ToInt()), SystemStringFromCyString(str->data)), SystemStringFromCyString(str->str.GetToken(";", 21, 21))));
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}
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}
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String ^CustomiseWeapons1::AddText(String ^text, String ^def) { return ((CustomiseShip ^)m_pParent)->AddText(text, def); }
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String ^CustomiseWeapons1::FindText(int game, int page, int id) { return ((CustomiseShip ^)m_pParent)->FindText(game, page, id); }
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void CustomiseWeapons1::UpdateDisplay()
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void CustomiseWeapons1::UpdateDisplay()
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{
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{
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m_bUpdateing = true;
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m_bUpdateing = true;
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if ( m_pShipData->iShieldType >= this->ComboShield->Items->Count )
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if ( m_pShipData->iShieldType >= this->ComboShield->Items->Count )
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