ACE3/TO_MERGE/ace/arty_m119/fnc_XEH_getout.sqf

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//#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];
};