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#include "..\script_component.hpp"
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/*
* Author: Rocko, Ruthberg
* Position tactical ladder
*
* Arguments:
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* 0: unit <OBJECT>
* 1: ladder <OBJECT>
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*
* Return Value:
* None
*
* Example:
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* [_unit, _ladder] call ace_tacticalladder_fnc_positionTL
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*
* Public: No
*/
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#define __ANIMS ["extract_1","extract_2","extract_3","extract_4","extract_5","extract_6","extract_7","extract_8","extract_9","extract_10","extract_11"]
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params ["_unit", "_ladder"];
// prevent the placing unit from running
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[_unit, "forceWalk", "ACE_Ladder", true] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", "ACE_Ladder", true] call EFUNC(common,statusEffect_set);
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{
_ladder animate [_x, 0];
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} forEach __ANIMS;
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[_unit, "amovpercmstpslowwrfldnon_player_idlesteady03", 2] call EFUNC(common,doAnimation);
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_ladder attachTo [_unit, [0, 0.75, 0], ""]; // Position ladder in front of player
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_ladder animate ["rotate", 0];
{
_ladder animate [_x, 1];
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} forEach ["extract_1", "extract_2", "extract_3"]; // Extract ladder at head height (extract_3)
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GVAR(ladder) = _ladder;
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GVAR(cancelTime) = CBA_missionTime + 1; // Workaround to prevent accidental canceling
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GVAR(currentStep) = 3;
GVAR(currentAngle) = 0;
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// add mouse buttons and hints
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//private _adjustText = format ["%1, +%2", localize LSTRING(Adjust), localize LSTRING(AdjustTilt)]; // Tilting disabled due to sinking, interaction point offset and unsuitable animation
[localize LSTRING(Deploy), localize LSTRING(Drop), /*_adjustText*/ localize LSTRING(Adjust)] call EFUNC(interaction,showMouseHint);
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_unit setVariable [QGVAR(Deploy), [
_unit, "DefaultAction",
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{!isNull GVAR(ladder)},
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{[_this select 0, GVAR(ladder)] call FUNC(confirmTLdeploy)}
] call EFUNC(common,addActionEventHandler)];