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Cleanup
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@ -7,9 +7,10 @@ PARAMS_4(_target,_caller,_index,_ladder);
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_target removeAction _index;
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detach _ladder;
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_ladder setVariable [QGVAR(inUse),false,true]; // No longer In Use!
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_ladder animate ["rotate",0];
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{ _ladder animate [_x,0] } foreach __ANIMS;
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_ladder animate ["rotate", 0];
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{
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_ladder animate [_x, 0];
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} forEach __ANIMS;
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_target removeAction (_target getVariable QGVAR(TLdeployAction));
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call FUNC(ladderKey_remove);
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@ -1,19 +1,14 @@
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// #define DEBUG_MODE_FULL
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#include "script_component.hpp"
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PARAMS_4(_target,_caller,_index,_ladder);
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_fnc_collide = {
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_pos1 = getPosASL GVAR(ladder);
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_pos2 = ATLtoASL(GVAR(ladder) modelToWorld (GVAR(ladder) selectionPosition "check2"));
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lineIntersects [_pos1, _pos2, GVAR(ladder)]
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};
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if (call _fnc_collide) exitWith {};
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private ["_pos1", "_pos2"];
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_pos1 = getPosASL GVAR(ladder);
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_pos2 = (GVAR(ladder) modelToWorld (GVAR(ladder) selectionPosition "check2")) call EFUNC(common,positionToASL);
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if (lineIntersects [_pos1, _pos2, GVAR(ladder)]) exitWith {};
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_target removeAction _index;
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detach _ladder;
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_ladder setVariable [QGVAR(inUse),false,true]; // No longer In Use!
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_target removeAction (_target getVariable QGVAR(TLdropAction));
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call FUNC(ladderKey_remove);
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call FUNC(ladderKey_remove);
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@ -1,15 +1,17 @@
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#include "script_component.hpp"
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private ["_pos", "_offset", "_ladder"];
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removeBackpack ACE_player;
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_pos = ACE_player modelToWorld [0,0,0];
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_offset = if ((ACE_player call CBA_fnc_getUnitAnim select 0) == "prone") then { 1 } else {0.8};
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_pos set [0, (_pos select 0) + (sin (direction ACE_player) * _offset)];
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_pos set [1, (_pos select 1) + (cos (direction ACE_player) * _offset)];
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_z = [ACE_player] call CBA_fnc_realHeight;
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_pos set [2,_z];
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_pos set [2, [ACE_player] call CBA_fnc_realHeight];
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_ladder = "ACE_Tactical_Ladder" createVehicle _pos;
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_ladder setPos _pos;
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_ladder setDir (direction ACE_player);
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ACE_player reveal _ladder;
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@ -4,14 +4,17 @@
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PARAMS_2(_ladder,_unit);
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{ _ladder animate [_x,0] } foreach __ANIMS;
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{
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_ladder animate [_x, 0];
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} forEach __ANIMS;
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_unit switchMove "amovpercmstpslowwrfldnon_player_idlesteady03";
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_ladder attachTo [_unit,[0,0.75,0],""]; // Position ladder in front of player
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_ladder setVariable [QGVAR(inUse),true,true]; // In Use!
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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];
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{ _ladder animate [_x,1] } foreach ["extract_1","extract_2","extract_3"]; // Extract ladder at head height (extract_3)
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_ladder animate ["rotate", 0];
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{
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_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(currentStep) = 3;
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@ -19,8 +22,8 @@ GVAR(currentAngle) = 0;
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call FUNC(ladderKey_add);
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_action_drop = _unit addAction [localize "STR_ACE_DROP_TACLADDER","\z\ace\addons\tacticalladder\functions\fnc_cancelTLdeploy.sqf",_ladder];
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_action_deploy = _unit addAction [localize "STR_ACE_DEPLOY_TACLADDER","\z\ace\addons\tacticalladder\functions\fnc_confirmTLdeploy.sqf",_ladder];
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_action_drop = _unit addAction [localize "STR_ACE_DROP_TACLADDER", { call FUNC(cancelTLdeploy); }, _ladder];
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_action_deploy = _unit addAction [localize "STR_ACE_DEPLOY_TACLADDER", { call FUNC(confirmTLdeploy); }, _ladder];
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_unit setVariable [QGVAR(TLdeployAction),_action_deploy];
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_unit setVariable [QGVAR(TLdropAction),_action_drop];
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_unit setVariable [QGVAR(TLdeployAction), _action_deploy];
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_unit setVariable [QGVAR(TLdropAction), _action_drop];
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