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Dragging - Fix player getting locked with isCarrying (#6770)
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@ -35,7 +35,7 @@ if !(_unit getVariable [QGVAR(isCarrying), false]) exitWith {
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// same as dragObjectPFH, checks if object is deleted or dead OR (target moved away from carrier (weapon disasembled))
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if (!alive _target || {_unit distance _target > 10}) then {
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TRACE_4("dead/distance",_unit,_target,_timeOut,CBA_missionTime);
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[_unit, _target] call FUNC(dropObject);
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[_unit, _target] call FUNC(dropObject_carry);
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[_idPFH] call CBA_fnc_removePerFrameHandler;
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};
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@ -54,7 +54,7 @@ if (_target isKindOf "CAManBase") then {
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// drop if in timeout
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private _draggedObject = _unit getVariable [QGVAR(draggedObject), objNull];
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[_unit, _draggedObject] call FUNC(dropObject);
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[_unit, _draggedObject] call FUNC(dropObject_carry);
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};
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// wait for the unit to stand up
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