public void UpdateEClipMapping()
        {
            EClipNameMapping.Clear();
            EClip clip;

            for (int i = 0; i < EClips.Count; i++)
            {
                clip = EClips[i];
                EClipNameMapping.Add(ElementLists.GetEClipName(i).ToLower(), clip);
            }
        }
 /// <summary>
 /// Generate default name lists, based on Descent 2's HAM file. Must be called after reading the data file.
 /// </summary>
 public void GenerateDefaultNamelists()
 {
     for (int i = 0; i < BaseFile.VClips.Count; i++)
     {
         VClips[i].Name = ElementLists.GetVClipName(i);
     }
     for (int i = 0; i < BaseFile.EClips.Count; i++)
     {
         EClips[i].Name = ElementLists.GetEClipName(i);
     }
     for (int i = 0; i < BaseFile.Robots.Count; i++)
     {
         Robots[i].Name = ElementLists.GetRobotName(i);
     }
     for (int i = 0; i < BaseFile.Weapons.Count; i++)
     {
         Weapons[i].Name = ElementLists.GetWeaponName(i);
     }
     for (int i = 0; i < BaseFile.Sounds.Length; i++)
     {
         SoundNames.Add(ElementLists.GetSoundName(i));
     }
     if (BaseFile.Version >= 3)
     {
         for (int i = 0; i < BaseFile.Models.Count; i++)
         {
             Models[i].Name = ElementLists.GetModelName(i);
         }
     }
     else
     {
         for (int i = 0; i < BaseFile.Models.Count; i++)
         {
             Models[i].Name = ElementLists.GetDemoModelName(i);
         }
     }
     for (int i = 0; i < BaseFile.Powerups.Count; i++)
     {
         Powerups[i].Name = ElementLists.GetPowerupName(i);
     }
     for (int i = 0; i < BaseFile.Reactors.Count; i++)
     {
         Reactors[i].Name = ElementLists.GetReactorName(i);
     }
 }