#include "script_component.hpp" if (!hasInterface) exitWith {}; GVAR(ladder) = objNull; GVAR(cancelTime) = 0; GVAR(currentStep) = 3; GVAR(currentAngle) = 0; /*["ace_interactMenuOpened", { if ((CBA_missionTime > GVAR(cancelTime)) && !isNull GVAR(ladder)) then { GVAR(ladder) call FUNC(cancelTLdeploy); }; }] call CBA_fnc_addEventHandler;*/ // Cancel adjustment if interact menu opens ["ace_interactMenuOpened", {[ACE_player] call FUNC(handleInteractMenuOpened)}] call CBA_fnc_addEventHandler; // Cancel adjusting on player change. ["unit", FUNC(handlePlayerChanged)] call CBA_fnc_addPlayerEventHandler; ["vehicle", {[ACE_player, objNull] call FUNC(handlePlayerChanged)}] call CBA_fnc_addPlayerEventHandler; // handle falling unconscious ["ace_unconscious", {_this call FUNC(handleUnconscious)}] call CBA_fnc_addEventHandler; // @todo captivity?