ACE3/addons/captives/XEH_postInit.sqf

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#include "script_component.hpp"
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["ace_settingsInitialized", {
// Hold on a little bit longer to ensure anims will work
[{
GVAR(captivityEnabled) = true;
}, [], 0.05] call CBA_fnc_waitAndExecute;
}] call CBA_fnc_addEventHandler;
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//Handles when someone starts escorting and then disconnects, leaving the captive attached
//This is normaly handled by the PFEH in doEscortCaptive, but that won't be running if they DC
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if (isServer) then {
addMissionEventHandler ["HandleDisconnect", {
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params ["_disconnectedPlayer"];
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private "_escortedUnit";
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_escortedUnit = _disconnectedPlayer getVariable [QGVAR(escortedUnit), objNull];
if ((!isNull _escortedUnit) && {(attachedTo _escortedUnit) == _disconnectedPlayer}) then {
detach _escortedUnit;
};
if (_disconnectedPlayer getVariable [QGVAR(isEscorting), false]) then {
_disconnectedPlayer setVariable [QGVAR(isEscorting), false, true];
};
}];
};
["unit", FUNC(handlePlayerChanged)] call CBA_fnc_addPlayerEventHandler;
[QGVAR(moveInCaptive), FUNC(vehicleCaptiveMoveIn)] call CBA_fnc_addEventHandler;
[QGVAR(moveOutCaptive), FUNC(vehicleCaptiveMoveOut)] call CBA_fnc_addEventHandler;
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[QGVAR(setHandcuffed), FUNC(setHandcuffed)] call CBA_fnc_addEventHandler;
[QGVAR(setSurrendered), FUNC(setSurrendered)] call CBA_fnc_addEventHandler;
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//Medical Integration Events
["ace_unconscious", FUNC(handleOnUnconscious)] call CBA_fnc_addEventHandler;
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if (!hasInterface) exitWith {};
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["isNotEscorting", {!(GETVAR(_this select 0,GVAR(isEscorting),false))}] call EFUNC(common,addCanInteractWithCondition);
["isNotHandcuffed", {!(GETVAR(_this select 0,GVAR(isHandcuffed),false))}] call EFUNC(common,addCanInteractWithCondition);
["isNotSurrendering", {!(GETVAR(_this select 0,GVAR(isSurrendering),false))}] call EFUNC(common,addCanInteractWithCondition);