rem: evt.secondaryAction = ACTION_ATTACK; 
add: evt.secondaryAction = getAttackAction( this, evt.target ); 
context: function entityEventTargetChanged( evt ){	// This event lets us know when the user moves his/her cursor to a different unit (provided this	// unit is selected) - use it to tell the engine what context cursor should be displayed, given	// the target.	// If we can gather, and the target supplies, gather. If it's our enemy, and we're armed, attack. 	// If all else fails, move (or run on a right-click).		evt.defaultOrder = NMT_Goto;	evt.defaultCursor = "arrow-default";		evt.secondaryCursor = "arrow-default";	if ( this.actions.run && this.actions.run.speed > 0 )	{		evt.secondaryOrder = NMT_Run;	}	if( evt.target && this.actions )	{		if( this.actions.attack && 			evt.target.player != this.player &&			evt.target.traits.health &&			evt.target.traits.health.max != 0 )		{			evt.defaultOrder = NMT_Generic;			evt.defaultAction = ACTION_ATTACK;			evt.defaultCursor = "action-attack";			evt.secondaryOrder = NMT_Generic;			evt.secondaryAction = ACTION_ATTACK;			evt.secondaryCursor = "action-attack";		}		if( canGather( this, evt.target ) )		{			evt.defaultOrder = NMT_Generic;			evt.defaultAction = ACTION_GATHER;		    // Set cursor (eg "action-gather-fruit").		    evt.defaultCursor = "action-gather-" + evt.target.traits.supply.subtype;			evt.secondaryOrder = NMT_Generic;			evt.secondaryAction = ACTION_GATHER;		  	// Set cursor (eg "action-gather-fruit").		    evt.secondaryCursor = "action-gather-" + evt.target.traits.supply.subtype;		}	}}
meta: 1070	/local1/tlutelli/issta_data/temp/all_js/javascript/2006_temp/2006/1070/53b047c874281178ebaeb544b0c78e9bfaa44174/template_entity_script.js/clean/binaries/data/mods/official/entities/template_entity_script.js