//#define DEBUG_MODE_FULL #include "script_component.hpp" PARAMS_3(_gun,_pos,_unit); if (_unit == player) then { GVAR(activeGun) = nil; [] call ace_sys_arty_aimingpoints_fnc_endCollimatorHandler; [QGVAR(leftTraverseSmall)] call CBA_fnc_removeKeyHandler; [QGVAR(leftTraverseVerySmall)] call CBA_fnc_removeKeyHandler; [QGVAR(leftTraverseLarge)] call CBA_fnc_removeKeyHandler; [QGVAR(rightTraverseSmall)] call CBA_fnc_removeKeyHandler; [QGVAR(rightTraverseVerySmall)] call CBA_fnc_removeKeyHandler; [QGVAR(rightTraverseLarge)] call CBA_fnc_removeKeyHandler; [QGVAR(elevateUpSmall)] call CBA_fnc_removeKeyHandler; [QGVAR(elevateUpLarge)] call CBA_fnc_removeKeyHandler; [QGVAR(elevateDownSmall)] call CBA_fnc_removeKeyHandler; [QGVAR(elevateDownLarge)] call CBA_fnc_removeKeyHandler; { _gun removeAction _x; } forEach GVAR(gunActionIds); GVAR(gunActionIds) = []; _gun setVariable [QGVAR(azimuthCounter), _gun getVariable QGVAR(azimuthCounter), true]; _gun setVariable [QGVAR(deflectionCounter), _gun getVariable QGVAR(deflectionCounter), true]; _gun setVariable [QGVAR(elevationCounter), _gun getVariable QGVAR(elevationCounter), true]; _gun setVariable [QGVAR(resetCounter), _gun getVariable QGVAR(resetCounter), true]; _gun setVariable [QGVAR(resetPhase), _gun getVariable QGVAR(resetPhase), true]; };