/*
 * Author: Garth 'L-H' de Wet
 * Causes the unit to defuse the passed explosive.
 *
 * Arguments:
 * 0: Unit <OBJECT>
 * 1: Explosive <OBJECT>
 *
 * 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 (getNumber (ConfigFile >> "CfgAmmo" >> typeof _explosive >> "ACE_explodeOnDefuse") == 1) exitWith {
    [_unit, -1, [_explosive, 1], true] call FUNC(detonateExplosive);
};

{
    detach _x;
    deleteVehicle _x;
    false
} count (attachedObjects (_explosive));

_unit action ["Deactivate", _unit, _explosive];