/* * Author: Garth 'L-H' de Wet * Causes the unit to defuse the passed explosive. * * Arguments: * 0: Unit * 1: Explosive * * Return Value: * None * * Example: * [player, ACE_Interaction_Target] call ACE_Explosives_fnc_defuseExplosive; * * Public: Yes */ #include "script_component.hpp" EXPLODE_2_PVT(_this,_unit,_explosive); if (GVAR(ExplodeOnDefuse) && (random 1.0) < getNumber(ConfigFile >> "CfgAmmo" >> typeOf _explosive >> "ACE_explodeOnDefuse")) exitWith { [_unit, -1, [_explosive, 1], true] call FUNC(detonateExplosive); }; _unit action ["Deactivate", _unit, _explosive];