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Binds with Default Keys

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Problems with Binds

So, I am writing a custom Rebuild Buildings script, so that I can keep using the default keys instead of binding 4 extra buttons for rebuilding each building. (i.e. 4 + 1 + mouse1 --> destroy 2 0; build 2 0) But when I use Binds to work out the logic systems (i.e. press "c" to close the PDA display), I ran into trouble of disabling the original functions associated with the keys. When I press "c", it resets the script but doesn't switch back to the previous weapon. How can I include the original functions alongside the new binds? I've tried bind "C" "lastinv; PDA_off" but it still didn't work :(

Full Script:
// Keys
bind "1" "slot_1"                      // Select Weapon Slot1
bind "2" "slot_2"                      // Select Weapon Slot2
bind "3" "slot_3"                      // Select Weapon Slot3
bind "4" "slot_4"                      // Select Weapon Slot4
bind "C" "PDA_off"                     // Last Weapon Used ;{Q} is default key
bind "MOUSE1" "PDA_off"                // Primary Fire
bind "MWHEELUP" "PDA_off"              // Previous Weapon
bind "MWHEELDOWN" "PDA_off"            // Next Weapon
bind "MOUSE3" "destroy 2 0; build 2 0" // Quickly Rebuild Sentry

// Script
alias slot_4 "PDA_on"
alias PDA_off "alias slot_1 disable; alias slot_2 disable; alias slot_3 disable; alias slot_4 PDA_on"
alias PDA_on "alias slot_1 rebuild_1; alias slot_2 rebuild_2; alias slot_3 rebuild_3; alias slot_4 rebuild_4"
alias rebuild_1 "destroy 2 0; build 2 0; PDA_off" // sentry
alias rebuild_2 "destroy 0 0; build 0 0; PDA_off" // dispenser
alias rebuild_3 "destroy 1 0; build 1 0; PDA_off" // teleporter entrance
alias rebuild_4 "destroy 1 1; build 1 1; PDA_off" // teleporter exit
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