#include "script_component.hpp" /* * Author: Rocko, Ruthberg, commy2 * Cancel tactical ladder deployment * * Arguments: * 0: Unit * 1: Key * * Return Value: * None * * Example: * [player, 1] call ace_tacticalladder_fnc_cancelTLdeploy * * Public: No */ #define __ANIMS ["extract_1","extract_2","extract_3","extract_4","extract_5","extract_6","extract_7","extract_8","extract_9","extract_10","extract_11"] params ["_unit", "_key"]; if (_key != 1 || {isNull GVAR(ladder)}) exitWith {}; // enable running again [_unit, "forceWalk", "ACE_Ladder", false] call EFUNC(common,statusEffect_set); [_unit, "blockThrow", "ACE_Ladder", false] call EFUNC(common,statusEffect_set); detach GVAR(ladder); GVAR(ladder) animate ["rotate", 0]; { GVAR(ladder) animate [_x, 0]; } forEach __ANIMS; //Don't "optimize" this to a count. See #6607 // remove mouse buttons and hint call EFUNC(interaction,hideMouseHint); [_unit, "DefaultAction", _unit getVariable [QGVAR(Deploy), -1]] call EFUNC(Common,removeActionEventHandler); GVAR(ladder) = objNull;