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Formating and Headers
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z\ace\Addons\laser
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z\ace\Addons\attach
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ace_attach
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==========
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Introducing the ability to attach various throwables to yourself to mark your position and assist in IFF.
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Introducing the ability to attach various throwables to yourself or vehicles, to mark your position and assist in IFF.
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Adds item `ACE_IR_Strobe_Item`.
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## Maintainers
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@ -11,3 +12,4 @@ The people responsible for merging changes to this component or answering potent
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- [esteldunedain](https://github.com/esteldunedain)
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- [bux578](https://github.com/bux578)
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- [KoffeinFlummi](https://github.com/KoffeinFlummi)
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- [PabstMirror](https://github.com/PabstMirror)
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@ -1,18 +1,21 @@
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#include "script_component.hpp"
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/*
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Author: eRazeri and CAA-Picard
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Attach an item to the unit
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Arguments:
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0: OBJECT - unit doing the attaching (player)
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1: OBJECT - vehicle that it will be attached to (player or vehicle)
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2: STRING - classname of attached item (from CfgMagazines or CfgWeapons)
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Return Value:
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none
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* Author: eRazeri and CAA-Picard
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* Attach an item to the unit
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*
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* Arguments:
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* 0: unit doing the attach (player) <OBJECT>
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* 1: vehicle that it will be attached to (player or vehicle) <OBJECT>
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* 2: Name of the attachable item <STRING>
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*
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* Return Value:
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* Nothing
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*
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* Example:
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* Nothing
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*
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* Public: No
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*/
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#include "script_component.hpp"
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PARAMS_3(_unit,_attachToVehicle,_itemName);
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#include "script_component.hpp"
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/*
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* Author: commy2
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*
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* Check if a unit can attach a specific item.
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*
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* Argument:
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* 0: Unit that wants to attach the object (Object)
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* 1: Name of the attachable item (String)
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* Arguments:
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* 0: unit doing the attach (player) <OBJECT>
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* 1: vehicle that it will be attached to (player or vehicle) <OBJECT>
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* 2: Name of the attachable item <STRING>
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*
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* Return value:
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* Boolean (Bool)
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* Return Value:
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* Boolean <BOOL>
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*
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* Example:
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* Nothing
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*
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* Public: No
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*/
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#include "script_component.hpp"
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PARAMS_3(_unit,_attachToVehicle,_item);
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#include "script_component.hpp"
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/*
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* Author: commy2
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*
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* Check if a unit has an item attached and if it can remove that item.
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*
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* Argument:
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* 0: Unit that wants to detach something (Object)
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* Arguments:
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* 0: unit doing the detaching (player) <STRING>
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* 1: vehicle that it will be detached from (player or vehicle) <OBJECT>
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*
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* Return value:
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* Boolean (Bool)
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* Return Value:
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* Boolean <BOOL>
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*
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* Example:
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* Nothing
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_attachedObjects", "_inRange", "_unitPos", "_objectPos"];
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#include "script_component.hpp"
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/*
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Author: eRazeri and CAA-Picard
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Detach an item from a unit
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Arguments:
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0: OBJECT - unit doing the attaching (player)
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1: OBJECT - vehicle that it will be detached from (player or vehicle)
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Return Value:
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none
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* Author: eRazeri and CAA-Picard
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* Detach an item from a unit
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*
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* Arguments:
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* 0: unit doing the attaching (player) <STRING>
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* 1: vehicle that it will be detached from (player or vehicle) <OBJECT>
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*
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* Return Value:
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* Nothing
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*
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* Example:
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* Nothing
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_itemName", "_count", "_attachedItem", "_fnc_detachDelay"];
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/*
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* Author: Garth de Wet (LH)
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* Opens the UI for attaching objects.
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*
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* Arguments:
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* 0: unit <STRING>
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* 1: target <OBJECT>
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*
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* Return Value:
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* Nothing
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*
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* Example:
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* Nothing
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*
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* Public: No
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*/
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#include "script_component.hpp"
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/*
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Author: Garth de Wet (LH)
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Description:
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Opens the UI for attaching objects.
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Parameters:
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0: OBJECT - unit
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1: OBJECT - target
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Returns:
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Nothing
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Example:
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[player] call ACE_Attach_fnc_openAttachUI;
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*/
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private ["_actions", "_attachables", "_item"];
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PARAMS_2(_unit,_target);
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/*
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Name: FUNC(placeApprove)
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Author(s):
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Pabst Mirror (based on Explosive attach by Garth de Wet (LH))
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Description:
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Approves placement of the lightObject, releases the placement object for it to settle in a location
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Parameters:
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Nothing
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Returns:
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Nothing
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Example:
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call FUNC(placeApprove);
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* Author: Pabst Mirror (based on Explosive attach by Garth de Wet (LH))
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* Approves placement of the lightObject, scans for an appropriate location and attaches
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*
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* Arguments:
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* Nothing
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*
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* Return Value:
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* Nothing
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*
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* Example:
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* Nothing
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*
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* Public: No
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*/
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#include "script_component.hpp"
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/*
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Name: FUNC(placeCancel)
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Author(s):
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Pabst Mirror (based on Explosive attach by Garth de Wet (LH))
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Description:
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Cancels placement of the lightObject
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Parameters:
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Nothing
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Returns:
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Nothing
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Example:
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call FUNC(placeCancel);
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* Author: Pabst Mirror (based on Explosive attach by Garth de Wet (LH))
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* Cancels placement of the lightObject
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*
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* Arguments:
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* Nothing
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*
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* Return Value:
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* Nothing
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*
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* Example:
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* Nothing
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*
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* Public: No
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*/
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#include "script_component.hpp"
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@ -25,11 +22,6 @@ if (GVAR(pfeh_running)) then {
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if (!isNull (GVAR(setupObject))) then {
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deleteVehicle GVAR(setupObject);
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};
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GVAR(SetupPlacmentItem) = "";
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GVAR(SetupPlacmentText) = "";
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GVAR(setupObject) = objNull;
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GVAR(SetupAttachVehicle) = objNull;
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[GVAR(placer), QGVAR(vehAttach), false] call EFUNC(common,setForceWalkStatus);
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call EFUNC(interaction,hideMouseHint);
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@ -37,3 +29,7 @@ call EFUNC(interaction,hideMouseHint);
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[GVAR(placer), "MenuBack", GVAR(placer) getVariable [QGVAR(cancelActionEH), -1]] call EFUNC(common,removeActionEventHandler);
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GVAR(placer) = objNull;
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GVAR(SetupPlacmentItem) = "";
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GVAR(SetupPlacmentText) = "";
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GVAR(setupObject) = objNull;
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GVAR(SetupAttachVehicle) = objNull;
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