ACE3/addons/tacticalladder/functions/fnc_cancelTLdeploy.sqf
Dedmen Miller 0633b807fa Some Refactoring (#6607)
* SwitchUnits

* tacticalLadder

* vehiclelock

* vector

* Typo, thanks circleCI

* Fix stuff

* Fix animate loop
2018-10-09 20:21:46 -05:00

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#include "script_component.hpp"
/*
* Author: Rocko, Ruthberg, commy2
* Cancel tactical ladder deployment
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Key <NUMBER>
*
* Return Value:
* None
*
* Example:
* [player, 1] call ace_tacticalladder_fnc_cancelTLdeploy
*
* Public: No
*/
#define __ANIMS ["extract_1","extract_2","extract_3","extract_4","extract_5","extract_6","extract_7","extract_8","extract_9","extract_10","extract_11"]
params ["_unit", "_key"];
if (_key != 1 || {isNull GVAR(ladder)}) exitWith {};
// enable running again
[_unit, "forceWalk", "ACE_Ladder", false] call EFUNC(common,statusEffect_set);
[_unit, "blockThrow", "ACE_Ladder", false] call EFUNC(common,statusEffect_set);
detach GVAR(ladder);
GVAR(ladder) animate ["rotate", 0];
{
GVAR(ladder) animate [_x, 0];
} forEach __ANIMS; //Don't "optimize" this to a count. See #6607
// remove mouse buttons and hint
call EFUNC(interaction,hideMouseHint);
[_unit, "DefaultAction", _unit getVariable [QGVAR(Deploy), -1]] call EFUNC(Common,removeActionEventHandler);
GVAR(ladder) = objNull;