//-----------------------------------------------------------------------------
// Frame-based update
//-----------------------------------------------------------------------------
void CVehicleBayVGuiScreen::OnTick()
{
	BaseClass::OnTick();

	if (!GetEntity())
		return;

	C_BaseTFPlayer *pLocalPlayer = C_BaseTFPlayer::GetLocalPlayer();
	if ( !pLocalPlayer )
		return;

	int nBankResources = pLocalPlayer ? pLocalPlayer->GetBankResources() : 0;

	// Set the vehicles costs
	for ( int i = 0; i < NUM_VEHICLES; i++ )
	{
		if ( !m_pVehicleButtons[i] )
			continue;

		char buf[128];
		int iCost = CalculateObjectCost( g_ValidVehicles[i], pLocalPlayer->GetNumObjects( g_ValidVehicles[i] ), pLocalPlayer->GetTeamNumber() );
		Q_snprintf( buf, sizeof( buf ), "%s : %d", GetObjectInfo( g_ValidVehicles[i] )->m_pStatusName, iCost );
		m_pVehicleButtons[i]->SetText( buf );
		// Can't build if the game hasn't started
		if ( CurrentActIsAWaitingAct() )
		{
			m_pVehicleButtons[i]->SetEnabled( false );
		}
		else
		{
			m_pVehicleButtons[i]->SetEnabled( nBankResources >= iCost );
		}
	}
}