add:   refreshResources(); 
context: function snRefresh() {	// Updated each tick to refresh session controls if necessary.	// Don't process GUI when we're full-screen.	if (getGUIObjectByName ("sn").hidden == false)	{		if (!selection.length)         // If no entity selected,		{			// Hide Status Orb			guiHide ("snStatusPane");			// Hide Group Pane.//			guiHide ("snGroupPane");			getGlobal().MultipleEntitiesSelected = 0;		}		else                        // If at least one entity selected,		{			// Reveal Status Orb			guiUnHide ("snStatusPane");			// (later, we need to base this on the selected unit's stats changing)			refreshStatusPane(); 			// Check if a group of entities selected			if (selection.length > 1) 			{				// If a group pane isn't already open, and we don't have the same set as last time,				if (selection.length != getGlobal().MultipleEntitiesSelected)				{// (later, we need to base this on the selection changing)//					refreshGroupPane(); 					getGlobal().MultipleEntitiesSelected = selection.length;				}			} 			else			{				getGlobal().MultipleEntitiesSelected = 0;				// Hide Group Pane.//				guiHide ("snGroupPane");			}		}		// Modify any resources given/taken// (later, we need to base this on a resource-changing event).//		refreshResourcePool();		// Update Team Tray// (later, we need to base this on the player creating a group).//		refreshTeamTray();				// Refresh handler that monitors whether property/selection has been updated.		resetUpdateVars();	}	if ( selectionChanged && getGUIObjectByName( "mn" ).hidden == false)	{			// Update manual if it's open.		refreshManual();	}}
meta: 1070	/local1/tlutelli/issta_data/temp/all_js/javascript/2006_temp/2006/1070/7dd219756b44102fbab2e7cc9ffbd5a04a4422b3/functions_page_session.js/clean/binaries/data/mods/official/gui/test/functions_page_session.js