#include "script_component.hpp" if (!hasInterface) exitWith {}; GVAR(ladder) = objNull; GVAR(cancelTime) = 0; GVAR(currentStep) = 3; GVAR(currentAngle) = 0; /*["interactMenuOpened", { if ((ACE_time > GVAR(cancelTime)) && !isNull GVAR(ladder)) then { GVAR(ladder) call FUNC(cancelTLdeploy); }; }] call EFUNC(common,addEventHandler);*/ // Cancel adjustment if interact menu opens ["interactMenuOpened", {[ACE_player] call FUNC(handleInteractMenuOpened)}] call EFUNC(common,addEventHandler); [{_this call FUNC(handleScrollWheel)}] call EFUNC(common,addScrollWheelEventHandler); // Cancel adjusting on player change. ["playerChanged", {_this call FUNC(handlePlayerChanged)}] call EFUNC(common,addEventhandler); ["playerVehicleChanged", {[ACE_player, objNull] call FUNC(handlePlayerChanged)}] call EFUNC(common,addEventhandler); // handle falling unconscious ["medical_onUnconscious", {_this call FUNC(handleUnconscious)}] call EFUNC(common,addEventhandler); // @todo captivity?