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); } }