private void chkOptimizeIncludesHeavyCaliber_CheckedChanged(object sender, EventArgs e) { using (this.MassStateChange) { this.ModSlots.ClearSelectedMods(); this.ModSlots.SetModChoices(MainMods.AllMods(this.State.Weapon.WeaponClass, this.chkOptimizeIncludesHeavyCaliber.Checked, this.State.Weapon.AugmentNames)); this.ModSlots.SetToDefaults(this.State.Weapon.WeaponClass, this.chkOptimizeIncludesHeavyCaliber.Checked); } }
private void sniperSelectionBox_SelectedIndexChanged(object sender, EventArgs e) { using (this.MassStateChange) { var lastClass = this.State.Weapon == null ? WeaponClass.None : this.State.Weapon.WeaponClass; this.State.Weapon = (Weapon)this.sniperSelectionBox.SelectedItem; if (lastClass != this.State.Weapon.WeaponClass) { bool isRifle = this.State.Weapon.WeaponClass.HasFlag(WeaponClass.Rifle); this.chkOptimizeIncludesHeavyCaliber.Enabled = isRifle; if (!isRifle) { this.chkOptimizeIncludesHeavyCaliber.Checked = false; } this.ModSlots.ClearSelectedMods(); this.ModSlots.SetModChoices(MainMods.AllMods(this.State.Weapon.WeaponClass, this.chkOptimizeIncludesHeavyCaliber.Checked, this.State.Weapon.AugmentNames)); this.ModSlots.SetToDefaults(this.State.Weapon.WeaponClass, this.chkOptimizeIncludesHeavyCaliber.Checked); } } }