private void GeneratePrepList() { MapEntry map = (MapEntry)currentMapEntry.value; int playerCap = map.spawnPoints1.Count; prepList.values = new List <PrepCharacter>(); for (int i = 0; i < playerData.stats.Count; i++) { if (!map.IsForced(playerData.stats[i].charData)) { continue; } PrepCharacter pc = new PrepCharacter(i, map.IsForced(playerData.stats[i].charData), map.IsLocked(playerData.stats[i].charData)); if (!pc.locked && playerCap > 0) { playerCap--; } prepList.values.Add(pc); } for (int i = 0; i < playerData.stats.Count; i++) { if (map.IsForced(playerData.stats[i].charData)) { continue; } PrepCharacter pc = new PrepCharacter(i, map.IsForced(playerData.stats[i].charData), map.IsLocked(playerData.stats[i].charData)); if (!pc.locked && playerCap > 0) { playerCap--; } prepList.values.Add(pc); } prepList.SortListPicked(); }