public void InitUpgradeMenu(e_Selector iWeapon) { iSavedWeapon = (int)iWeapon; switch (iWeapon) { case e_Selector.MEELE: { numericSlots.Value = 0; numericDamage.Value = mainForm.i_UPGRADE_MEELE_Damage; numericRate.Value = mainForm.i_UPGRADE_MEELE_RateOfFire; numericAmmo.Value = 0; numericUnique.Value = 0; numericSlots.Enabled = false; labelNoUpgrade.Visible = true; numericDamage.Enabled = true; numericRate.Enabled = true; numericAmmo.Enabled = false; numericUnique.Enabled = false; labelDamage.Text = "Maximum: 0"; labelRate.Text = "Maximum: 0"; labelAmmo.Text = "No effect"; labelUnique.Text = "No uniques"; toolTipUniques.SetToolTip(linkLabel1, "This weapon has no unique upgrades."); break; } case e_Selector.AXE: { numericSlots.Value = mainForm.i_UPGRADE_AXE_Slots; numericDamage.Value = mainForm.i_UPGRADE_AXE_Damage; numericRate.Value = mainForm.i_UPGRADE_AXE_RateOfFire; numericAmmo.Value = 0; numericUnique.Value = 0; numericSlots.Enabled = true; labelNoUpgrade.Visible = false; numericDamage.Enabled = true; numericRate.Enabled = true; numericAmmo.Enabled = false; numericUnique.Enabled = false; labelDamage.Text = "Maximum: 5"; labelRate.Text = "Maximum: 0"; labelAmmo.Text = "No effect"; labelUnique.Text = "No uniques"; toolTipUniques.SetToolTip(linkLabel1, "This weapon has no unique upgrades."); break; } case e_Selector.PISTOL: { numericSlots.Value = mainForm.i_UPGRADE_PISTOL_Slots; numericDamage.Value = mainForm.i_UPGRADE_PISTOL_Damage; numericRate.Value = mainForm.i_UPGRADE_PISTOL_RateOfFire; numericAmmo.Value = mainForm.i_UPGRADE_PISTOL_Ammo; numericUnique.Value = mainForm.i_UPGRADE_PISTOL_Unique; numericSlots.Enabled = true; labelNoUpgrade.Visible = false; numericDamage.Enabled = true; numericRate.Enabled = true; numericAmmo.Enabled = true; numericUnique.Enabled = true; labelDamage.Text = "Maximum: 5"; labelRate.Text = "Maximum: 5"; labelAmmo.Text = "Maximum: 2"; labelUnique.Text = "Maximum: 2"; toolTipUniques.SetToolTip(linkLabel1, PistolUpgrades()); break; } case e_Selector.BLASTER: { numericSlots.Value = mainForm.i_UPGRADE_BLASTER_Slots; numericDamage.Value = mainForm.i_UPGRADE_BLASTER_Damage; numericRate.Value = mainForm.i_UPGRADE_BLASTER_RateOfFire; numericAmmo.Value = 0; numericUnique.Value = 0; numericSlots.Enabled = true; labelNoUpgrade.Visible = false; numericDamage.Enabled = true; numericRate.Enabled = true; numericAmmo.Enabled = false; numericUnique.Enabled = false; labelDamage.Text = "Maximum: 4"; labelRate.Text = "Maximum: 5"; labelAmmo.Text = "No effect"; labelUnique.Text = "No uniques"; toolTipUniques.SetToolTip(linkLabel1, "This weapon has no unique upgrades."); break; } case e_Selector.PYTHON: { numericSlots.Value = mainForm.i_UPGRADE_PYTHON_Slots; numericDamage.Value = mainForm.i_UPGRADE_PYTHON_Damage; numericRate.Value = mainForm.i_UPGRADE_PYTHON_RateOfFire; numericAmmo.Value = mainForm.i_UPGRADE_PYTHON_Ammo; numericUnique.Value = mainForm.i_UPGRADE_PYTHON_Unique; numericSlots.Enabled = true; labelNoUpgrade.Visible = false; numericDamage.Enabled = true; numericRate.Enabled = true; numericAmmo.Enabled = true; numericUnique.Enabled = true; labelDamage.Text = "Maximum: 5"; labelRate.Text = "Maximum: 5"; labelAmmo.Text = "Maximum: 0"; labelUnique.Text = "Maximum: 2"; toolTipUniques.SetToolTip(linkLabel1, PythonUpgrades()); break; } case e_Selector.AKIMBO: { numericSlots.Value = mainForm.i_UPGRADE_AKIMBO_Slots; numericDamage.Value = mainForm.i_UPGRADE_AKIMBO_Damage; numericRate.Value = mainForm.i_UPGRADE_AKIMBO_RateOfFire; numericAmmo.Value = mainForm.i_UPGRADE_AKIMBO_Ammo; numericUnique.Value = mainForm.i_UPGRADE_AKIMBO_Unique; numericSlots.Enabled = true; labelNoUpgrade.Visible = false; numericDamage.Enabled = true; numericRate.Enabled = true; numericAmmo.Enabled = true; numericUnique.Enabled = true; labelDamage.Text = "Maximum: 5"; labelRate.Text = "Maximum: 5"; labelAmmo.Text = "Maximum: 5"; labelUnique.Text = "Maximum: 1"; toolTipUniques.SetToolTip(linkLabel1, AkimboUpgrades()); break; } case e_Selector.SMG: { numericSlots.Value = mainForm.i_UPGRADE_SMG_Slots; numericDamage.Value = mainForm.i_UPGRADE_SMG_Damage; numericRate.Value = mainForm.i_UPGRADE_SMG_RateOfFire; numericAmmo.Value = mainForm.i_UPGRADE_SMG_Ammo; numericUnique.Value = 0; numericSlots.Enabled = true; labelNoUpgrade.Visible = false; numericDamage.Enabled = true; numericRate.Enabled = true; numericAmmo.Enabled = true; numericUnique.Enabled = false; labelDamage.Text = "Maximum: 5"; labelRate.Text = "Maximum: 5"; labelAmmo.Text = "Maximum: 5"; labelUnique.Text = "No uniques"; toolTipUniques.SetToolTip(linkLabel1, "This weapon has no unique upgrades."); break; } case e_Selector.SHOTGUN: { numericSlots.Value = mainForm.i_UPGRADE_SHOTGUN_Slots; numericDamage.Value = mainForm.i_UPGRADE_SHOTGUN_Damage; numericRate.Value = mainForm.i_UPGRADE_SHOTGUN_RateOfFire; numericAmmo.Value = mainForm.i_UPGRADE_SHOTGUN_Ammo; numericUnique.Value = mainForm.i_UPGRADE_SHOTGUN_Unique; numericSlots.Enabled = true; labelNoUpgrade.Visible = false; numericDamage.Enabled = true; numericRate.Enabled = true; numericAmmo.Enabled = true; numericUnique.Enabled = true; labelDamage.Text = "Maximum: 4"; labelRate.Text = "Maximum: 4"; labelAmmo.Text = "Maximum: 4"; labelUnique.Text = "Maximum: 1"; toolTipUniques.SetToolTip(linkLabel1, ShotgunUpgrades()); break; } case e_Selector.CROSSBOW: { numericSlots.Value = mainForm.i_UPGRADE_CROSSBOW_Slots; numericDamage.Value = mainForm.i_UPGRADE_CROSSBOW_Damage; numericRate.Value = mainForm.i_UPGRADE_CROSSBOW_RateOfFire; numericAmmo.Value = mainForm.i_UPGRADE_CROSSBOW_Ammo; numericUnique.Value = mainForm.i_UPGRADE_CROSSBOW_Unique; numericSlots.Enabled = true; labelNoUpgrade.Visible = false; numericDamage.Enabled = true; numericRate.Enabled = true; numericAmmo.Enabled = true; numericUnique.Enabled = true; labelDamage.Text = "Maximum: 5"; labelRate.Text = "Maximum: 5"; labelAmmo.Text = "Maximum: 3"; labelUnique.Text = "Maximum: 2"; toolTipUniques.SetToolTip(linkLabel1, CrossbowUpgrades()); break; } case e_Selector.ASSAULT: { numericSlots.Value = mainForm.i_UPGRADE_ASSAULT_Slots; numericDamage.Value = mainForm.i_UPGRADE_ASSAULT_Damage; numericRate.Value = mainForm.i_UPGRADE_ASSAULT_RateOfFire; numericAmmo.Value = mainForm.i_UPGRADE_ASSAULT_Ammo; numericUnique.Value = 0; numericSlots.Enabled = true; labelNoUpgrade.Visible = false; numericDamage.Enabled = true; numericRate.Enabled = true; numericAmmo.Enabled = true; numericUnique.Enabled = false; labelDamage.Text = "Maximum: 5"; labelRate.Text = "Maximum: 4"; labelAmmo.Text = "Maximum: 5"; labelUnique.Text = "No uniques"; toolTipUniques.SetToolTip(linkLabel1, "This weapon has no unique upgrades."); break; } case e_Selector.SAW: { numericSlots.Value = mainForm.i_UPGRADE_SAW_Slots; numericDamage.Value = mainForm.i_UPGRADE_SAW_Damage; numericRate.Value = mainForm.i_UPGRADE_SAW_RateOfFire; numericAmmo.Value = mainForm.i_UPGRADE_SAW_Ammo; numericUnique.Value = 0; numericSlots.Enabled = true; labelNoUpgrade.Visible = false; numericDamage.Enabled = true; numericRate.Enabled = true; numericAmmo.Enabled = true; numericUnique.Enabled = false; labelDamage.Text = "Maximum: 5"; labelRate.Text = "Maximum: 5"; labelAmmo.Text = "Maximum: 5"; labelUnique.Text = "No uniques"; toolTipUniques.SetToolTip(linkLabel1, "This weapon has no unique upgrades."); break; } case e_Selector.SNIPER: { numericSlots.Value = mainForm.i_UPGRADE_SNIPER_Slots; numericDamage.Value = mainForm.i_UPGRADE_SNIPER_Damage; numericRate.Value = mainForm.i_UPGRADE_SNIPER_RateOfFire; numericAmmo.Value = mainForm.i_UPGRADE_SNIPER_Ammo; numericUnique.Value = 0; numericSlots.Enabled = true; labelNoUpgrade.Visible = false; numericDamage.Enabled = true; numericRate.Enabled = true; numericAmmo.Enabled = true; numericUnique.Enabled = false; labelDamage.Text = "Maximum: 5"; labelRate.Text = "Maximum: 2"; labelAmmo.Text = "Maximum: 5"; labelUnique.Text = "No uniques"; toolTipUniques.SetToolTip(linkLabel1, "This weapon has no unique upgrades."); break; } case e_Selector.ROCKET: { numericSlots.Value = mainForm.i_UPGRADE_RPG_Slots; numericDamage.Value = mainForm.i_UPGRADE_RPG_Damage; numericRate.Value = 0; numericAmmo.Value = 0; numericUnique.Value = 0; numericSlots.Enabled = true; labelNoUpgrade.Visible = false; numericDamage.Enabled = true; numericRate.Enabled = false; numericAmmo.Enabled = false; numericUnique.Enabled = false; labelDamage.Text = "Maximum: 5"; labelRate.Text = "No effect"; labelAmmo.Text = "No effect"; labelUnique.Text = "No uniques"; toolTipUniques.SetToolTip(linkLabel1, "This weapon has no unique upgrades."); break; } case e_Selector.GAUSS: { numericSlots.Value = mainForm.i_UPGRADE_GAUSS_Slots; numericDamage.Value = mainForm.i_UPGRADE_GAUSS_Damage; numericRate.Value = mainForm.i_UPGRADE_GAUSS_RateOfFire; numericAmmo.Value = 0; numericUnique.Value = 0; numericSlots.Enabled = true; labelNoUpgrade.Visible = false; numericDamage.Enabled = true; numericRate.Enabled = true; numericAmmo.Enabled = false; numericUnique.Enabled = false; labelDamage.Text = "Maximum: 5"; labelRate.Text = "Maximum: 5"; labelAmmo.Text = "No effect"; labelUnique.Text = "No uniques"; toolTipUniques.SetToolTip(linkLabel1, "This weapon has no unique upgrades."); break; } case e_Selector.SHOCK: { numericSlots.Value = 0; numericDamage.Value = 0; numericRate.Value = mainForm.i_UPGRADE_SHOCK_RateOfFire; numericAmmo.Value = 0; numericUnique.Value = 0; numericSlots.Enabled = false; labelNoUpgrade.Visible = true; numericDamage.Enabled = false; numericRate.Enabled = true; numericAmmo.Enabled = false; numericUnique.Enabled = false; labelDamage.Text = "No effect"; labelRate.Text = "Maximum: 0"; labelAmmo.Text = "No effect"; labelUnique.Text = "No uniques"; toolTipUniques.SetToolTip(linkLabel1, "This weapon has no unique upgrades."); break; } case e_Selector.GRENADE: { numericSlots.Value = mainForm.i_UPGRADE_GRENADE_Slots; numericDamage.Value = 0; numericRate.Value = mainForm.i_UPGRADE_GRENADE_RateOfFire; numericAmmo.Value = mainForm.i_UPGRADE_GRENADE_Ammo; numericUnique.Value = 0; numericSlots.Enabled = true; labelNoUpgrade.Visible = false; numericDamage.Enabled = false; numericRate.Enabled = true; numericAmmo.Enabled = true; numericUnique.Enabled = false; labelDamage.Text = "No effect"; labelRate.Text = "Maximum: 5"; labelAmmo.Text = "Maximum: 3"; labelUnique.Text = "No uniques"; toolTipUniques.SetToolTip(linkLabel1, "This weapon has no unique upgrades."); break; } case e_Selector.MINIGUN: { numericSlots.Value = mainForm.i_UPGRADE_MINIGUN_Slots; numericDamage.Value = mainForm.i_UPGRADE_MINIGUN_Damage; numericRate.Value = mainForm.i_UPGRADE_MINIGUN_RateOfFire; numericAmmo.Value = 0; numericUnique.Value = 0; numericSlots.Enabled = true; labelNoUpgrade.Visible = false; numericDamage.Enabled = true; numericRate.Enabled = true; numericAmmo.Enabled = false; numericUnique.Enabled = false; labelDamage.Text = "Maximum: 2"; labelRate.Text = "Maximum: 4"; labelAmmo.Text = "No effect"; labelUnique.Text = "No uniques"; toolTipUniques.SetToolTip(linkLabel1, "This weapon has no unique upgrades."); break; } } }
private void buttonOK_Click(object sender, EventArgs e) { e_Selector iWeapon = (e_Selector)iSavedWeapon; switch (iWeapon) { case e_Selector.MEELE: { mainForm.i_UPGRADE_MEELE_Damage = (int)numericDamage.Value; mainForm.i_UPGRADE_MEELE_RateOfFire = (int)numericRate.Value; break; } case e_Selector.AXE: { mainForm.i_UPGRADE_AXE_Slots = (int)numericSlots.Value; mainForm.i_UPGRADE_AXE_Damage = (int)numericDamage.Value; mainForm.i_UPGRADE_AXE_RateOfFire = (int)numericRate.Value; break; } case e_Selector.PISTOL: { mainForm.i_UPGRADE_PISTOL_Slots = (int)numericSlots.Value; mainForm.i_UPGRADE_PISTOL_Damage = (int)numericDamage.Value; mainForm.i_UPGRADE_PISTOL_RateOfFire = (int)numericRate.Value; mainForm.i_UPGRADE_PISTOL_Ammo = (int)numericAmmo.Value; mainForm.i_UPGRADE_PISTOL_Unique = (int)numericUnique.Value; break; } case e_Selector.BLASTER: { mainForm.i_UPGRADE_BLASTER_Slots = (int)numericSlots.Value; mainForm.i_UPGRADE_BLASTER_Damage = (int)numericDamage.Value; mainForm.i_UPGRADE_BLASTER_RateOfFire = (int)numericRate.Value; break; } case e_Selector.PYTHON: { mainForm.i_UPGRADE_PYTHON_Slots = (int)numericSlots.Value; mainForm.i_UPGRADE_PYTHON_Damage = (int)numericDamage.Value; mainForm.i_UPGRADE_PYTHON_RateOfFire = (int)numericRate.Value; mainForm.i_UPGRADE_PYTHON_Ammo = (int)numericAmmo.Value; mainForm.i_UPGRADE_PYTHON_Unique = (int)numericUnique.Value; break; } case e_Selector.AKIMBO: { mainForm.i_UPGRADE_AKIMBO_Slots = (int)numericSlots.Value; mainForm.i_UPGRADE_AKIMBO_Damage = (int)numericDamage.Value; mainForm.i_UPGRADE_AKIMBO_RateOfFire = (int)numericRate.Value; mainForm.i_UPGRADE_AKIMBO_Ammo = (int)numericAmmo.Value; mainForm.i_UPGRADE_AKIMBO_Unique = (int)numericUnique.Value; break; } case e_Selector.SMG: { mainForm.i_UPGRADE_SMG_Slots = (int)numericSlots.Value; mainForm.i_UPGRADE_SMG_Damage = (int)numericDamage.Value; mainForm.i_UPGRADE_SMG_RateOfFire = (int)numericRate.Value; mainForm.i_UPGRADE_SMG_Ammo = (int)numericAmmo.Value; break; } case e_Selector.SHOTGUN: { mainForm.i_UPGRADE_SHOTGUN_Slots = (int)numericSlots.Value; mainForm.i_UPGRADE_SHOTGUN_Damage = (int)numericDamage.Value; mainForm.i_UPGRADE_SHOTGUN_RateOfFire = (int)numericRate.Value; mainForm.i_UPGRADE_SHOTGUN_Ammo = (int)numericAmmo.Value; mainForm.i_UPGRADE_SHOTGUN_Unique = (int)numericUnique.Value; break; } case e_Selector.CROSSBOW: { mainForm.i_UPGRADE_CROSSBOW_Slots = (int)numericSlots.Value; mainForm.i_UPGRADE_CROSSBOW_Damage = (int)numericDamage.Value; mainForm.i_UPGRADE_CROSSBOW_RateOfFire = (int)numericRate.Value; mainForm.i_UPGRADE_CROSSBOW_Ammo = (int)numericAmmo.Value; mainForm.i_UPGRADE_CROSSBOW_Unique = (int)numericUnique.Value; break; } case e_Selector.ASSAULT: { mainForm.i_UPGRADE_ASSAULT_Slots = (int)numericSlots.Value; mainForm.i_UPGRADE_ASSAULT_Damage = (int)numericDamage.Value; mainForm.i_UPGRADE_ASSAULT_RateOfFire = (int)numericRate.Value; mainForm.i_UPGRADE_ASSAULT_Ammo = (int)numericAmmo.Value; break; } case e_Selector.SAW: { mainForm.i_UPGRADE_SAW_Slots = (int)numericSlots.Value; mainForm.i_UPGRADE_SAW_Damage = (int)numericDamage.Value; mainForm.i_UPGRADE_SAW_RateOfFire = (int)numericRate.Value; mainForm.i_UPGRADE_SAW_Ammo = (int)numericAmmo.Value; break; } case e_Selector.SNIPER: { mainForm.i_UPGRADE_SNIPER_Slots = (int)numericSlots.Value; mainForm.i_UPGRADE_SNIPER_Damage = (int)numericDamage.Value; mainForm.i_UPGRADE_SNIPER_RateOfFire = (int)numericRate.Value; mainForm.i_UPGRADE_SNIPER_Ammo = (int)numericAmmo.Value; break; } case e_Selector.ROCKET: { mainForm.i_UPGRADE_RPG_Slots = (int)numericSlots.Value; mainForm.i_UPGRADE_RPG_Damage = (int)numericDamage.Value; break; } case e_Selector.GAUSS: { mainForm.i_UPGRADE_GAUSS_Slots = (int)numericSlots.Value; mainForm.i_UPGRADE_GAUSS_Damage = (int)numericDamage.Value; mainForm.i_UPGRADE_GAUSS_RateOfFire = (int)numericRate.Value; break; } case e_Selector.SHOCK: { mainForm.i_UPGRADE_SHOCK_RateOfFire = (int)numericRate.Value; break; } case e_Selector.GRENADE: { mainForm.i_UPGRADE_GRENADE_Slots = (int)numericSlots.Value; mainForm.i_UPGRADE_GRENADE_RateOfFire = (int)numericRate.Value; mainForm.i_UPGRADE_GRENADE_Ammo = (int)numericAmmo.Value; break; } case e_Selector.MINIGUN: { mainForm.i_UPGRADE_MINIGUN_Slots = (int)numericSlots.Value; mainForm.i_UPGRADE_MINIGUN_Damage = (int)numericDamage.Value; mainForm.i_UPGRADE_MINIGUN_RateOfFire = (int)numericRate.Value; break; } } Close(); }