ACE3/addons/dragging/XEH_postInit.sqf

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// by PabstMirror, commy2
#include "script_component.hpp"
if (isServer) then {
// release object on hard disconnection. Function is identical to killed
addMissionEventHandler ["HandleDisconnect", {_this call FUNC(handleKilled)}];
};
if (!hasInterface) exitWith {};
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if (isNil "ACE_maxWeightDrag") then {
ACE_maxWeightDrag = 800;
};
if (isNil "ACE_maxWeightCarry") then {
ACE_maxWeightCarry = 600;
};
["isNotDragging", {!((_this select 0) getVariable [QGVAR(isDragging), false])}] call EFUNC(common,addCanInteractWithCondition);
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["isNotCarrying", {!((_this select 0) getVariable [QGVAR(isCarrying), false])}] call EFUNC(common,addCanInteractWithCondition);
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// release object on player change. This does work when returning to lobby, but not when hard disconnecting.
["unit", FUNC(handlePlayerChanged)] call CBA_fnc_addEventHandler;
["vehicle", {[ACE_player, objNull] call FUNC(handlePlayerChanged)}] call CBA_fnc_addEventHandler;
["weapon", FUNC(handlePlayerWeaponChanged)] call CBA_fnc_addEventHandler;
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// handle waking up dragged unit and falling unconscious while dragging
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["ace_unconscious", {_this call FUNC(handleUnconscious)}] call CBA_fnc_addEventHandler;
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//@todo Captivity?