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Delay the interactMenuClosed event until after the statement is executed, just in case it's needed to clean up afterwards.
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@ -12,17 +12,18 @@
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*/
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#include "script_component.hpp"
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if (GVAR(keyDown)) then {
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GVAR(keyDown) = false;
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["interactMenuClosed", [0]] call FUNC(localEvent);
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};
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if(GVAR(actionSelected)) then {
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this = GVAR(selectedTarget);
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_player = ACE_Player;
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_target = GVAR(selectedTarget);
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[GVAR(selectedTarget), ACE_player] call GVAR(selectedStatement);
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};
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if (GVAR(keyDown)) then {
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GVAR(keyDown) = false;
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["interactMenuClosed", [0]] call FUNC(localEvent);
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};
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GVAR(expanded) = false;
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GVAR(lastPath) = [];
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GVAR(menuDepthPath) = [];
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@ -16,17 +16,18 @@ if (uiNamespace getVariable [QGVAR(cursorMenuOpened),false]) then {
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closeDialog 0;
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};
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if (GVAR(keyDownSelfAction)) then {
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GVAR(keyDownSelfAction) = false;
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["interactMenuClosed", [1]] call FUNC(localEvent);
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};
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if(GVAR(actionSelected)) then {
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this = GVAR(selectedTarget);
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_player = ACE_Player;
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_target = GVAR(selectedTarget);
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[GVAR(selectedTarget), ACE_player] call GVAR(selectedStatement);
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};
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if (GVAR(keyDownSelfAction)) then {
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GVAR(keyDownSelfAction) = false;
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["interactMenuClosed", [1]] call FUNC(localEvent);
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};
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GVAR(expanded) = false;
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GVAR(lastPath) = [];
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GVAR(menuDepthPath) = [];
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