static void CG_Rocket_DFCMHumanBuildables( int handle, const char *data )
{
	buildable_t buildable = ( buildable_t ) atoi( Info_ValueForKey( data, "1" ) );
	const char *Class = "";
	const char *Icon = "";
	const char *action = "";
	int value, valueMarked;

	value = cg.snap->ps.persistant[ PERS_BP ];
	valueMarked = cg.snap->ps.persistant[ PERS_MARKEDBP ];

	if ( BG_BuildableDisabled( buildable ) || !BG_BuildableUnlocked( buildable ) )
	{
		Class = "locked";
		//Padlock icon. UTF-8 encoding of \uf023
		Icon = "<icon>\xEF\x80\xA3</icon>";
	}
	else if ( BG_Buildable( buildable )->buildPoints > value + valueMarked )
	{
		Class = "expensive";
		//$1 bill icon. UTF-8 encoding of \uf0d6
		Icon = "<icon>\xEF\x83\x96</icon>";
	}
	else
	{
		Class = "available";
		action = va( "onClick='Cmd.exec(\"build %s\") Events.pushevent(\"hide %s\", event)'", BG_Buildable( buildable )->name, rocketInfo.menu[ ROCKETMENU_HUMANBUILD ].id );
	}

	Rocket_DataFormatterFormattedData( handle, va( "<button class='%s' onMouseover='Events.pushevent(\"setDS humanBuildList default %s\", event)' %s>%s<img src='/%s'/></button>", Class, Info_ValueForKey( data, "2" ), action, Icon, CG_GetShaderNameFromHandle( cg_buildables[ buildable ].buildableIcon ) ), false );
}
static bool Disabled( unlockable_t *unlockable )
{
	switch ( unlockable->type )
	{
		case UNLT_WEAPON:    return BG_WeaponDisabled( unlockable->num );
		case UNLT_UPGRADE:   return BG_UpgradeDisabled( unlockable->num );
		case UNLT_BUILDABLE: return BG_BuildableDisabled( unlockable->num );
		case UNLT_CLASS:     return BG_ClassDisabled( unlockable->num );
	}

	Com_Error( ERR_FATAL, "Disabled: Unlockable has unknown type" );
	return false;
}