2015-03-16 18:25:29 +00:00
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// by PabstMirror, commy2
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#include "script_component.hpp"
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2015-03-18 00:36:56 +00:00
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[{_this call DFUNC(handleScrollWheel)}] call EFUNC(common,addScrollWheelEventHandler);
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2015-03-16 18:25:29 +00:00
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2015-03-18 13:14:16 +00:00
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if (isNil "ACE_maxWeightDrag") then {
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ACE_maxWeightDrag = 800;
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};
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if (isNil "ACE_maxWeightCarry") then {
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ACE_maxWeightCarry = 600;
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2015-03-16 18:25:29 +00:00
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};
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["isNotDragging", {!((_this select 0) getVariable [QGVAR(isDragging), false])}] call EFUNC(common,addCanInteractWithCondition);
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2015-03-17 14:42:25 +00:00
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["isNotCarrying", {!((_this select 0) getVariable [QGVAR(isCarrying), false])}] call EFUNC(common,addCanInteractWithCondition);
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2015-03-17 12:47:07 +00:00
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// release object on player change. This does work when returning to lobby, but not when hard disconnecting.
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2015-03-18 14:42:33 +00:00
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["playerChanged", {_this call DFUNC(handlePlayerChanged)}] call EFUNC(common,addEventhandler);
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2015-03-25 20:51:50 +00:00
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["playerVehicleChanged", {[ACE_player, objNull] call DFUNC(handlePlayerChanged)}] call EFUNC(common,addEventhandler);
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2015-03-18 14:42:33 +00:00
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["playerWeaponChanged", {_this call DFUNC(handlePlayerWeaponChanged)}] call EFUNC(common,addEventhandler);
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2015-03-24 18:07:39 +00:00
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// handle waking up dragged unit and falling unconscious while dragging
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["medical_onUnconscious", {_this call DFUNC(handleUnconscious)}] call EFUNC(common,addEventhandler);
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//@todo Captivity?
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