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Workaround to prevent accidentally canceling the ladder deployment
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@ -1,12 +1,13 @@
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#include "script_component.hpp"
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#include "script_component.hpp"
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GVAR(ladder) = objNull;
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GVAR(ladder) = objNull;
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GVAR(cancelTime) = 0;
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GVAR(currentStep) = 3;
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GVAR(currentStep) = 3;
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GVAR(currentAngle) = 0;
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GVAR(currentAngle) = 0;
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// Cancel tactical ladder deployment if the interact menu is opened
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// Cancel tactical ladder deployment if the interact menu is opened
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["interactMenuOpened", {
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["interactMenuOpened", {
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if (!isNull GVAR(ladder)) then {
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if ((ACE_time > GVAR(cancelTime)) && !isNull GVAR(ladder)) then {
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GVAR(ladder) call FUNC(cancelTLdeploy);
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GVAR(ladder) call FUNC(cancelTLdeploy);
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};
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};
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}] call EFUNC(common,addEventHandler);
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}] call EFUNC(common,addEventHandler);
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@ -33,6 +33,7 @@ _ladder animate ["rotate", 0];
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} forEach ["extract_1", "extract_2", "extract_3"]; // Extract ladder at head height (extract_3)
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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(ladder) = _ladder;
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GVAR(cancelTime) = ACE_time + 1; // Workaround to prevent accidental canceling
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GVAR(currentStep) = 3;
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GVAR(currentStep) = 3;
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GVAR(currentAngle) = 0;
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GVAR(currentAngle) = 0;
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