void CUIActorMenu::ReinitLists() { ResetMode(); switch (m_currMenuMode) { case mmInventory: InitInventoryMode(); break; case mmTrade: InitTradeMode(); break; case mmUpgrade: InitUpgradeMode(); break; case mmDeadBodySearch: InitDeadBodySearchMode(); break; default: break; } }
void CUIActorMenu::SetMenuMode(EMenuMode mode) { SetCurrentItem( NULL ); m_hint_wnd->set_text( NULL ); if ( mode != m_currMenuMode ) { switch(m_currMenuMode) { case mmUndefined: break; case mmInventory: DeInitInventoryMode(); break; case mmTrade: DeInitTradeMode(); break; case mmUpgrade: DeInitUpgradeMode(); break; case mmDeadBodySearch: DeInitDeadBodySearchMode(); break; default: R_ASSERT(0); break; } CurrentGameUI()->UIMainIngameWnd->ShowZoneMap(false); m_currMenuMode = mode; switch(mode) { case mmUndefined: #ifdef DEBUG Msg("* now is Undefined mode"); #endif // #ifdef DEBUG ResetMode(); break; case mmInventory: InitInventoryMode(); #ifdef DEBUG Msg("* now is Inventory mode"); #endif // #ifdef DEBUG break; case mmTrade: InitTradeMode(); #ifdef DEBUG Msg("* now is Trade mode"); #endif // #ifdef DEBUG break; case mmUpgrade: InitUpgradeMode(); #ifdef DEBUG Msg("* now is Upgrade mode"); #endif // #ifdef DEBUG break; case mmDeadBodySearch: InitDeadBodySearchMode(); #ifdef DEBUG Msg("* now is DeadBodySearch mode"); #endif // #ifdef DEBUG break; default: R_ASSERT(0); break; } UpdateConditionProgressBars(); CurModeToScript(); }//if if ( m_pActorInvOwner ) { UpdateOutfit(); UpdateActor(); } UpdateButtonsLayout(); }