function SetCinematicAvailableBJ takes boolean available, integer cinematicIndex returns nothing
if ( cinematicIndex == bj_CINEMATICINDEX_TOP ) then
call SetOpCinematicAvailable( bj_CAMPAIGN_INDEX_T, available )
call PlayCinematic( "TutorialOp" )
elseif (cinematicIndex == bj_CINEMATICINDEX_HOP) then
call SetOpCinematicAvailable( bj_CAMPAIGN_INDEX_H, available )
call PlayCinematic( "HumanOp" )
elseif (cinematicIndex == bj_CINEMATICINDEX_HED) then
call SetEdCinematicAvailable( bj_CAMPAIGN_INDEX_H, available )
call PlayCinematic( "HumanEd" )
elseif (cinematicIndex == bj_CINEMATICINDEX_OOP) then
call SetOpCinematicAvailable( bj_CAMPAIGN_INDEX_O, available )
call PlayCinematic( "OrcOp" )
elseif (cinematicIndex == bj_CINEMATICINDEX_OED) then
call SetEdCinematicAvailable( bj_CAMPAIGN_INDEX_O, available )
call PlayCinematic( "OrcEd" )
elseif (cinematicIndex == bj_CINEMATICINDEX_UOP) then
call SetEdCinematicAvailable( bj_CAMPAIGN_INDEX_U, available )
call PlayCinematic( "UndeadOp" )
elseif (cinematicIndex == bj_CINEMATICINDEX_UED) then
call SetEdCinematicAvailable( bj_CAMPAIGN_INDEX_U, available )
call PlayCinematic( "UndeadEd" )
elseif (cinematicIndex == bj_CINEMATICINDEX_NOP) then
call SetEdCinematicAvailable( bj_CAMPAIGN_INDEX_N, available )
call PlayCinematic( "NightElfOp" )
elseif (cinematicIndex == bj_CINEMATICINDEX_NED) then
call SetEdCinematicAvailable( bj_CAMPAIGN_INDEX_N, available )
call PlayCinematic( "NightElfEd" )
elseif (cinematicIndex == bj_CINEMATICINDEX_XOP) then
call SetOpCinematicAvailable( bj_CAMPAIGN_OFFSET_XN, available )
// call PlayCinematic( "IntroX" )
elseif (cinematicIndex == bj_CINEMATICINDEX_XED) then
call SetEdCinematicAvailable( bj_CAMPAIGN_OFFSET_XU, available )
call PlayCinematic( "OutroX" )
else
// Unrecognized cinematic - ignore the request.
endif
endfunction