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#include "../StdAfx.h"
#include "CustomiseWeapons1.h"
namespace Creator {
void CustomiseWeapons1::UpdateShields()
{
this->ComboShield->Items->Clear();
CyStringList *list = ((CustomiseShip ^)m_pParent)->GetShields();
if ( !list || list->Empty() )
{
for ( int i = 0; i < 6; i++ )
this->ComboShield->Items->Add("SS_SHIELD_" + Convert::ToString(i));
return;
}
for ( SStringList *str = list->Head(); str; str = str->next )
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))));
}
String ^CustomiseWeapons1::AddText(String ^text, String ^def) { return ((CustomiseShip ^)m_pParent)->AddText(text, def); }
String ^CustomiseWeapons1::FindText(int game, int page, int id) { return ((CustomiseShip ^)m_pParent)->FindText(game, page, id); }
void CustomiseWeapons1::UpdateDisplay()
{
m_bUpdateing = true;
if ( m_pShipData->iShieldType >= this->ComboShield->Items->Count )
this->ComboShield->SelectedIndex = this->ComboShield->Items->Count - 1;
else
this->ComboShield->SelectedIndex = m_pShipData->iShieldType;
this->NumShieldMax->Value = m_pShipData->iMaxShields;
this->NumHull->Value = m_pShipData->iHull;
this->NumReactor->Value = m_pShipData->iPower;
this->NumWeaponEnergy->Value = m_pShipData->iLaserEnergy;
this->TextRecharge->Text = Convert::ToString(Convert::ToDouble(m_pShipData->fLaserRecharge));
this->NumReaction->Value = m_pShipData->iReactionDelay;
this->NumMissiles->Value = m_pShipData->iMissileCount;
m_bUpdateing = false;
}
};