/*********************************************************************** item_pda.script ***********************************************************************/ object item_pda : weapon_base { void init(); void Lower(); void Raise(); void Idle(); void ExitCinematic(); }; void item_pda::init() { weaponState( "Raise", 0 ); } void item_pda::Raise() { weaponRising(); playAnim( ANIMCHANNEL_ALL, "raise" ); waitUntil( animDone( ANIMCHANNEL_ALL, 0 ) ); weaponState( "Idle", 0 ); } void item_pda::Lower() { string previous; entity owner; owner = getOwner(); previous = owner.getPreviousWeapon(); weaponLowering(); playAnim( ANIMCHANNEL_ALL, "putaway" ); waitUntil( animDone( ANIMCHANNEL_ALL, 0 ) ); owner.selectWeapon( previous ); weaponHolstered(); waitUntil( WEAPON_RAISEWEAPON ); weaponState( "Raise", 0 ); } void item_pda::Idle() { entity owner; weaponReady(); owner = getOwner(); owner.openPDA(); while( owner.inPDA() ) { waitFrame(); } weaponState( "Lower", 0 ); } void item_pda::ExitCinematic() { weaponState( "Idle", 0 ); }