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ACE3/addons/arsenal/functions/fnc_onArsenalClose.sqf

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#include "script_component.hpp"
GVAR(camera) cameraEffect ["terminate", "back"];
private _cameraData = [getposAtl GVAR(camera), (getposAtl GVAR(camera)) vectorFromTo (getposAtl GVAR(cameraHelper))];
[QGVAR(displayClosed), []] call CBA_fnc_localEvent;
camDestroy GVAR(camera);
GVAR(center) switchCamera GVAR(cameraView);
deleteVehicle GVAR(cameraHelper);
if (isMultiplayer) then {
[QGVAR(broadcastFace), [GVAR(center), GVAR(currentFace)], QGVAR(center) + "_face"] call CBA_fnc_globalEventJIP;
[QGVAR(center) + "_face", GVAR(center)] call CBA_fnc_removeGlobalEventJIP;
[QGVAR(broadcastVoice), [GVAR(center), GVAR(currentVoice)], QGVAR(center) + "_voice"] call CBA_fnc_globalEventJIP;
[QGVAR(center) + "_voice", GVAR(center)] call CBA_fnc_removeGlobalEventJIP;
};
// Select correct weapon
switch GVAR(selectedWeaponType) do {
case 0: {GVAR(center) selectWeapon primaryWeapon GVAR(center);};
case 1: {GVAR(center) selectWeapon secondaryWeapon GVAR(center);};
case 2: {GVAR(center) selectWeapon handgunWeapon GVAR(center);};
};
if !(isnull curatorCamera) then {
curatorcamera setPosAtl (_cameraData select 0);
curatorcamera setVectorDir (_cameraData select 1);
curatorcamera cameraEffect ["internal","back"];
};
GVAR(camera) = nil;
GVAR(cameraPosition) = nil;
GVAR(cameraHelper) = nil;
GVAR(cameraView) = nil;
GVAR(cameraPosition) = nil;
GVAR(visionMode) = nil;
GVAR(mouseButtonState) = nil;
GVAR(currentLeftPanel) = nil;
GVAR(currentRightPanel) = nil;
GVAR(leftSearchbarFocus) = nil;
GVAR(rightSearchbarFocus) = nil;
GVAR(shiftState) = nil;
GVAR(leftTabFocus) = nil;
GVAR(rightTabFocus) = nil;
GVAR(rightTabLnBFocus) = nil;
GVAR(firstRun) = nil;
GVAR(selectedWeaponType) = nil;
GVAR(virtualItems) = nil;
GVAR(currentItems) = nil;
GVAR(currentFace) = nil;
GVAR(currentVoice) = nil;
GVAR(currentInsignia) = nil;
GVAR(currentAction) = nil;
GVAR(center) = nil;
removeMissionEventHandler ["draw3D", GVAR(camPosUpdateHandle)];
showHUD true;