@@ -84,6 +84,7 @@ Include "src/TModalSetEngineSlots.type.bmx"
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Include " src/TModalSetStringData.type.bmx "
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Include " src/TModalLaunchBays.type.bmx "
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Include " src/TModalSetVariant.type.bmx "
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+ Include " src/TModalSetVariantWings.type.bmx "
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Include " src/TModalSetSkin.type.bmx "
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Include " src/TModalSetShipCSV.type.bmx "
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Include " src/TModalSetWingCSV.type.bmx "
@@ -234,6 +235,7 @@ Global sub_set_engine_slots:TModalSetEngineSlots = New TModalSetEngineSlots
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Global sub_string_data:TModalSetStringData = New TModalSetStringData
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Global sub_launchbays:TModalLaunchBays = New TModalLaunchBays
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Global sub_set_variant:TModalSetVariant = New TModalSetVariant
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+ Global sub_set_variant_wings:TModalSetVariantWings = New TModalSetVariantWings
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Global sub_set_skin:TModalSetSkin = New TModalSetSkin
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Global sub_ship_csv:TModalSetShipCSV = New TModalSetShipCSV
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Global sub_wing_csv:TModalSetWingCSV = New TModalSetWingCSV
@@ -274,7 +276,7 @@ Repeat
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'TODO adding Events
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WaitEvent()
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'instaquit
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- escape_key_update( data )
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+ escape_key_update()
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'If EventID() <> EVENT_GADGETPAINT And EventID() <> EVENT_TIMERTICK Then Print CurrentEvent.ToString()
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If Not Apprunning And EventID() <> EVENT_APPRESUME Then Continue
@@ -431,16 +433,18 @@ Repeat
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sub_set_engine_slots.Draw( ed, data, sprite )
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Case " launch_bays"
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sub_launchbays.Draw( ed, data, sprite )
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- 'Case "string_data"
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- 'performed below
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Case " preview_all"
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sub_preview_all.Draw( ed, data, sprite )
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+ 'Case "string_data"
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+ 'performed below
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End Select
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Case " variant"
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Select ed.mode
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Case " normal"
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sub_set_variant.Draw( ed, data, sprite )
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+ Case " variant_wings"
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+ sub_set_variant_wings.Draw( ed, data, sprite )
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'Case "string_data"
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'performed below
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EndSelect
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'////////////////////////////////////////////////
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'MARK Function set
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+
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+ Function check_sub_routines % ( ed:TEditor , data:TData , sprite:TSprite )
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+ Local hit% = True
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+ Select ed.program_mode
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+ Case " ship"
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+ Select ed.mode
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+ Case " center"
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+ sub_set_ship_center.Update( ed, data, sprite )
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+ Case " bounds"
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+ sub_set_bounds.Update( ed, data, sprite )
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+ Case " shield_center"
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+ sub_set_shield_center.Update( ed, data, sprite )
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+ Case " weapon_slots"
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+ sub_set_weapon_slots.Update( ed, data, sprite )
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+ Case " built_in_weapons"
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+ sub_set_built_in_weapons.Update( ed, data, sprite )
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+ Case " built_in_hullmods"
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+ sub_set_built_in_hullmods.Update( ed, data, sprite )
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+ Case " built_in_wings"
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+ sub_set_built_in_wings.Update( ed, data, sprite )
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+ Case " engine_slots"
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+ sub_set_engine_slots.Update( ed, data, sprite )
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+ Case " launch_bays"
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+ sub_launchbays.Update( ed, data, sprite )
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+ Case " string_data"
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+ sub_string_data.Update( ed, data, sprite )
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+ Case " preview_all"
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+ sub_preview_all.Update( ed, data, sprite )
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+ End Select
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+ Case " variant"
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+ Select ed.mode
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+ Case " normal"
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+ sub_set_variant.Update( ed, data, sprite )
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+ Case " variant_wings"
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+ sub_set_variant_wings.Update( ed, data, sprite )
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+ Case " string_data"
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+ sub_string_data.Update( ed, data, sprite )
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+ EndSelect
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+ Case " skin"
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+ Select ed.mode
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+ Case " normal"
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+ sub_set_skin.Update( ed, data, sprite )
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+ Case " string_data"
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+ sub_string_data.Update( ed, data, sprite )
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+ EndSelect
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+ Case " csv"
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+ sub_ship_csv.Update( ed, data, sprite )
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+ Case " csv_wing"
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+ sub_wing_csv.Update( ed, data, sprite )
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+ Case " weapon"
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+ Select ed.mode
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+ Case " string_data"
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+ sub_string_data.Update( ed, data, sprite )
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+ Default
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+ sub_weapon.Update( ed, data, sprite )
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+ EndSelect
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+ Case " csv_weapon"
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+ sub_weapon_csv.Update( ed, data, sprite )
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+ Default
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+ hit = False
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+ End Select
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+ Return hit
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+ End Function
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+
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'MARK GAlist check
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'-----------------------
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' Return true if the input EventSource(Object) hit the checkes, so we can skip the rest
@@ -802,6 +870,8 @@ Function check_function_menu% ( ed:TEditor, data:TData, sprite:TSprite )
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Case " variant"
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Select EventSource()
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+ Case functionMenuSub[ MENU_MODE_VARIANT][ MENU_SUBFUNCTION_VARIANT_WINGS] 'variant wings
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+ sub_set_variant_wings.Activate( ed, data, sprite )
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Case functionMenuSub[ MENU_MODE_VARIANT][ MENU_SUBFUNCTION_VARIANT_STRIPALL]
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load_variant_data( ed, data, sprite, True ) 'strip all
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Case functionMenu[ MENU_FUNCTION_DETAILS]
@@ -829,67 +899,6 @@ Function check_function_menu% ( ed:TEditor, data:TData, sprite:TSprite )
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Return hit
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End Function
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- Function check_sub_routines % ( ed:TEditor , data:TData , sprite:TSprite )
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- Local hit% = True
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- Select ed.program_mode
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- Case " ship"
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- Select ed.mode
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- Case " center"
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- sub_set_ship_center.Update( ed, data, sprite )
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- Case " bounds"
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- sub_set_bounds.Update( ed, data, sprite )
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- Case " shield_center"
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- sub_set_shield_center.Update( ed, data, sprite )
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- Case " weapon_slots"
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- sub_set_weapon_slots.Update( ed, data, sprite )
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- Case " built_in_weapons"
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- sub_set_built_in_weapons.Update( ed, data, sprite )
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- Case " built_in_hullmods"
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- sub_set_built_in_hullmods.Update( ed, data, sprite )
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- Case " built_in_wings"
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- sub_set_built_in_wings.Update( ed, data, sprite )
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- Case " engine_slots"
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- sub_set_engine_slots.Update( ed, data, sprite )
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- Case " launch_bays"
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- sub_launchbays.Update( ed, data, sprite )
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- Case " string_data"
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- sub_string_data.Update( ed, data, sprite )
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- Case " preview_all"
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- sub_preview_all.Update( ed, data, sprite )
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- End Select
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- Case " variant"
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- Select ed.mode
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- Case " normal"
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- sub_set_variant.Update( ed, data, sprite )
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- Case " string_data"
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- sub_string_data.Update( ed, data, sprite )
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- EndSelect
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- Case " skin"
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- Select ed.mode
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- Case " normal"
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- sub_set_skin.Update( ed, data, sprite )
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- Case " string_data"
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- sub_string_data.Update( ed, data, sprite )
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- EndSelect
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- Case " csv"
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- sub_ship_csv.Update( ed, data, sprite )
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- Case " csv_wing"
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- sub_wing_csv.Update( ed, data, sprite )
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- Case " weapon"
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- Select ed.mode
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- Case " string_data"
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- sub_string_data.Update( ed, data, sprite )
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- Default
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- sub_weapon.Update( ed, data, sprite )
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- EndSelect
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- Case " csv_weapon"
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- sub_weapon_csv.Update( ed, data, sprite )
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- Default
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- hit = False
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- End Select
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- Return hit
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- End Function
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-
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'Function check_mode( ed:TEditor, data:TData, sprite:TSprite )
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' If ed.program_mode = "ship"
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' 'If not selecting a weapon for a built-in slot, check ESCAPE key
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