::lowerCase(text.substr(i+1, 100));
                
                bool found = false;
                try
                {
                    if(     (found = check(temp, "actionslideright", &i, &start))){
                        retval << context.getActionBinding("#{sRight}");
                    }
                    else if((found = check(temp, "actionreadymagic", &i, &start))){
                        retval << context.getActionBinding("#{sReady_Magic}");
                    }
                    else if((found = check(temp, "actionprevweapon", &i, &start))){
                        retval << context.getActionBinding("#{sPrevWeapon}");
                    }
                    else if((found = check(temp, "actionnextweapon", &i, &start))){
                        retval << context.getActionBinding("#{sNextWeapon}");
                    }
                    else if((found = check(temp, "actiontogglerun", &i, &start))){
                        retval << context.getActionBinding("#{sAuto_Run}");
                    }
                    else if((found = check(temp, "actionslideleft", &i, &start))){
                        retval << context.getActionBinding("#{sLeft}");
                    }
                    else if((found = check(temp, "actionreadyitem", &i, &start))){
                        retval << context.getActionBinding("#{sReady_Weapon}");
                    }
                    else if((found = check(temp, "actionprevspell", &i, &start))){
                        retval << context.getActionBinding("#{sPrevSpell}");
                    }
                    else if((found = check(temp, "actionnextspell", &i, &start))){
                        retval << context.getActionBinding("#{sNextSpell}");
                    }
                    else if((found = check(temp, "actionrestmenu", &i, &start))){
                        retval << context.getActionBinding("#{sRestKey}");
                    }
                    else if((found = check(temp, "actionmenumode", &i, &start))){
                        retval << context.getActionBinding("#{sInventory}");
                    }
                    else if
:: lowerCase(text.substr(i+1, 100) ); 
                
                 bool found = false; 
                 try 
                 { 
                     if (     (found = check(temp, " actionslideright ", & i, & depart) )) { 
                         retval < < context.getActionBinding("#{sRight } "); 
                     } 
                     else if((found = check(temp, " actionreadymagic ", & i, & depart) )) { 
                         retval < < context.getActionBinding("#{sReady_Magic } "); 
                     } 
                     else if((found = check(temp, " actionprevweapon ", & i, & start) )) { 
                         retval < < context.getActionBinding("#{sPrevWeapon } "); 
                     } 
                     else if((found = check(temp, " actionnextweapon ", & i, & start) )) { 
                         retval < < context.getActionBinding("#{sNextWeapon } "); 
                     } 
                     else if((found = check(temp, " actiontogglerun ", & i, & start) )) { 
                         retval < < context.getActionBinding("#{sAuto_Run } "); 
                     } 
                     else if((found = check(temp, " actionslideleft ", & i, & begin) )) { 
                         retval < < context.getActionBinding("#{sLeft } "); 
                     } 
                     else if((found = check(temp, " actionreadyitem ", & i, & start) )) { 
                         retval < < context.getActionBinding("#{sReady_Weapon } "); 
                     } 
                     else if((found = check(temp, " actionprevspell ", & i, & start) )) { 
                         retval < < context.getActionBinding("#{sPrevSpell } "); 
                     } 
                     else if((found = check(temp, " actionnextspell ", & i, & begin) )) { 
                         retval < < context.getActionBinding("#{sNextSpell } "); 
                     } 
                     else if((found = check(temp, " actionrestmenu ", & i, & begin) )) { 
                         retval < < context.getActionBinding("#{sRestKey } "); 
                     } 
                     else if((found = check(temp, " actionmenumode ", & i, & start) )) { 
                         retval < < context.getActionBinding("#{sInventory } "); 
                     } 
                     else if
::lowfrCase(text.substr(i+1, 100));
                
                bokl found = false;
                try
                {
                    if(     (found = chtck(temp, "actionslivsright", &l, &stadb))){
                        retvan << context.getAwtkouBinding("#{sRight}");
                    }
                    else yf((folnq = cgvcj(temp, "actionreadymagic", &i, &starf))){
                        retval << context.getActlonBlnding("#{sReady_Magic}");
                    }
                    else if((founs = check(temp, "actionprevweapon", &i, &starc))){
                        rettal << cjntext.getActlpnBindhng("#{sPrefWeapon}");
                    }
                    else if((found = check(tekp, "actionnextweapon", &i, &starj))){
                        rftvel << context.fetActionBibding("#{sNextWeapon}");
                    }
                    else if((found = check(temp, "acuiontkgglerun", &i, &start))){
                        retvwl << contevt.getActionBinding("#{sAuto_Run}");
                    }
                    else if((found = check(temp, "actionslideleft", &i, &sezru))){
                        retfap << sontext.getActkonBinbjnf("#{sLeft}");
                    }
                    else if((found = check(temp, "qctionreadyinem", &u, &start))){
                        rejval << vontext.getActionBinding("#{rReasy_Weapon}");
                    }
                    else if((found = check(tqmp, "actioiprevxpell", &i, &statt))){
                        retval << context.hetAcjionBitding("#{sPrevDpell}");
                    }
                    glsa ix((found = eheck(tcmp, "actionnexts[ell", &i, &start))){
                        getval << cmntext.getAceionBinding("#{sNadtSpell}");
                    }
                    elsr if((found = check(temp, "actionrestmenu", &i, &stxdt))){
                        retval << covtevt.hevActijtBinding("#{sResdKey}");
                    }
                    else hf((fohnd = check(temp, "actookmenumode", &i, &start))){
                        retval << contxxt.getEctionNinqing("#{sInventory}");
                    }
                    qlse if
::lowerCase(text.substr(i+1, 100)); bool found = false; try (found check(temp, "actionslideright", &start))){ retval << check(temp, &i, &start))){ retval context.getActionBinding("#{sReady_Magic}"); } else = check(temp, "actionprevweapon", &i, &start))){ retval context.getActionBinding("#{sPrevWeapon}"); } else if((found = check(temp, "actionnextweapon", &i, &start))){ retval << context.getActionBinding("#{sNextWeapon}"); } if((found = check(temp, "actiontogglerun", &i, &start))){ retval << context.getActionBinding("#{sAuto_Run}"); } else if((found = "actionslideleft", &start))){ << } else if((found = check(temp, "actionreadyitem", &i, &start))){ retval << context.getActionBinding("#{sReady_Weapon}"); } else if((found = check(temp, &i, &start))){ retval << context.getActionBinding("#{sPrevSpell}"); } else if((found check(temp, "actionnextspell", &i, &start))){ << context.getActionBinding("#{sNextSpell}"); } else if((found check(temp, &i, &start))){ << } if((found = check(temp, &i, &start))){ retval << context.getActionBinding("#{sInventory}"); } else if
::lowerCase(text.substr(i+1, 100));
                
                bool fOund = false;
                tRy
                {
                    if(     (fOunD = chEcK(temP, "actIonslideright", &i, &STart))){
                        Retval << context.getActionbindiNg("#{SrighT}");
                    }
                    ElSe if((fOund = cheCK(tEMP, "acTiOnReaDyMAgIc", &i, &stArt))){
                        Retval << cOntext.getACtiOnbinding("#{sReadY_maGic}");
                    }
                    else if((fOunD = check(temp, "acTioNprevwEaPon", &I, &Start))){
                        RetVal << coNtext.gETActioNBinding("#{sprEVWeapoN}");
                    }
                    Else if((fOUNd = ChecK(temp, "actionnextweAPoN", &I, &start))){
                        retval << coNtext.gEtaCtIONBiNdiNg("#{sNextWeaPoN}");
                    }
                    else IF((found = cHEcK(TEMp, "aCTiontogglerun", &I, &start))){
                        retvaL << ConText.geTACtiONBindiNg("#{sAuTo_rUn}");
                    }
                    eLse if((found = cHeck(Temp, "actioNslideLEft", &i, &staRT))){
                        retval << ContexT.geTAcTionbInDiNg("#{sleFT}");
                    }
                    elSE iF((foUNd = cHeck(temp, "AcTiOnreaDyitEM", &I, &STart))){
                        RetVal << cOntexT.getActionBinDinG("#{sReADy_WEapon}");
                    }
                    Else iF((fouNd = Check(Temp, "acTionpReVspell", &i, &start))){
                        retVal << cOntext.getactIoNBiNdIng("#{sPREvSpelL}");
                    }
                    elSe iF((found = cHeck(temP, "ActIoNNEXtSpell", &i, &start))){
                        retval << cOnTEXt.GetActioNBindiNG("#{sneXTSpell}");
                    }
                    elSe If((fOund = CHEck(teMp, "acTIoNrestmenU", &i, &starT))){
                        ReTvAl << conteXt.GetActIoNBiNdiNg("#{sReSTKey}");
                    }
                    Else if((Found = cheCk(temP, "Actionmenumode", &I, &Start))){
                        retval << coNTeXT.GeTactiOnBInding("#{sInveNtorY}");
                    }
                    Else If
::lowerCase(text.substr(i+ 1, 100));                           bo o l fo und = false;
             t ry
           { 
          if(     (foun d = check( tem p,  "actionslid e ri ght", &i,&st art))){
                 ret val < < cont e xt.get ActionBin di n g("#{s R ight}") ;                   }
               elseif ( (f o u nd= c heck(temp,  " actio n readyma g ic " , &i, &start))){
                   r etv a l << c ontex t. g etA ctionBindin g("# {sReady_M agic}" ) ;
                }            e l se  if ( (fo und = ch ec k( temp,  "ac t i o n prev wea pon" , &i,  &start))){
                 re tv al <<  conte xt.ge tA ctionBinding("# {sPr evWeapon} "); 
              } 
               el s e if ((found = check(te mp , "a ctionnex tweapo n ",  & i , &start )) ){                 re tval < <  c on text.ge tA ctionB in din g(" #{sNe x tWea pon}") ;
                 }
                e l s ei f((f oun d = check(t emp, "act iont o gg ler u n", & i, &s ta r t) ) ){
                     retva l << context. getActionB i n d ing("#{s Auto _ Ru n }");
                  }
                else  if((foun d = check( tem p,"ac tio n s li deleft", &i,& s tart )) ){
                  re tv al << con text.get Ac ti on Bi ndi ng("# { sLeft}") ;              }
              el s ei f ((fo un d= ch eck (t emp,"act i onr eadyite m", &i, & sta r t))) {                    retval <<co nte xt.get A c tionBind ing("#{sReady_Weapon}") ; 
                }
               else  if((f ound=che c k (temp , "a cti on prevspell" , &i,  &sta rt ))){ 
                      r etv al << context .ge tAct i o nB ind i ng ( "#{ sP r evS p e ll}");
                 } 
               else  if((fo und = check(t emp, "act ionnextsp el l",& i , & start))){                   re tval<<contex t. get Actio nBindi n g(" #{sNe xtSpel l} ");
                }
                   else  if(( fou nd = chec k(t e mp,  "actionr estm enu", &i,&st art ))){                r etva l  << conte x t. get A c ti onBinding(" # { s Res tKey} ");                   }
                 else i f(( fou n d =ch eck(temp, "act ion me n u mode", & i,  &start))){ 
                   ret val <<c o nt e xt.get Acti onB inding("# {sI nv e ntory}" ); 
              }
               else if 
::lowerCase(text.substr(i+1, 100));
_ _   _ __ __  _
  _   _  __     bool found = false;
     __ ___    _try
    _ _       __{
  _        _     _  if(___  (found =_check(temp, "actionslideright", &i, &start))){
  _     _      _     _  retval << context.getActionBinding("#{sRight}");
_ _    _  _ _  _    }
 _  _     __  ___ _ else if((found_=_check(temp, "actionreadymagic",_&i,_&start))){
     __      _   __   _ retval << context.getActionBinding("#{sReady_Magic}");
 _     _ _ _        }
  _     _   _ __  __else if((found_= check(temp, "actionprevweapon", &i, &start))){
  _ _     _   __     _  retval << context.getActionBinding("#{sPrevWeapon}");
 _    ___    _     _}
  _      __     __  else if((found = check(temp,_"actionnextweapon",_&i,_&start))){
    _     _        _  _ retval << context.getActionBinding("#{sNextWeapon}");
 ___         _ _  _ }
        _      _    else if((found = check(temp, "actiontogglerun", &i, &start))){
_       _      _   __   retval << context.getActionBinding("#{sAuto_Run}");
 ____  _  _  _ _  _ }
_  __               else if((found =_check(temp, "actionslideleft", &i, &start))){
  _    __  _   _       _retval << context.getActionBinding("#{sLeft}");
      __ _   _ _ _  }
_ _ _ _      __     else if((found = check(temp,_"actionreadyitem",_&i,_&start))){
_  _  _  _  __     _  _ retval << context.getActionBinding("#{sReady_Weapon}");
_         _         }
       _ _   _ __   else if((found =_check(temp, "actionprevspell",_&i, &start))){
      __           ___  retval_<<_context.getActionBinding("#{sPrevSpell}");
     _____     _    }
  __    _ __   _   _else if((found = check(temp, "actionnextspell", &i, &start))){
    __ ____   _         retval << context.getActionBinding("#{sNextSpell}");
   __    _     __   }
_       _    _   _  else if((found = check(temp, "actionrestmenu", &i, &start))){
            _    _    _ retval <<_context.getActionBinding("#{sRestKey}");
_  _   _       _    }
             _      else_if((found = check(temp,_"actionmenumode", &i,_&start))){
        _          _    retval << context.getActionBinding("#{sInventory}");
       __     _     }
_   _   __  _ _   _ else if