/* * 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 (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];