From 59aa38185a7fec3200028a73e75c4ff424ae3809 Mon Sep 17 00:00:00 2001 From: PabstMirror Date: Mon, 7 Jan 2019 09:45:48 -0600 Subject: [PATCH] Dragging - Fix player getting locked with isCarrying (#6770) --- addons/dragging/functions/fnc_startCarryPFH.sqf | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/addons/dragging/functions/fnc_startCarryPFH.sqf b/addons/dragging/functions/fnc_startCarryPFH.sqf index 89f9f232ed..a9071ef91a 100644 --- a/addons/dragging/functions/fnc_startCarryPFH.sqf +++ b/addons/dragging/functions/fnc_startCarryPFH.sqf @@ -35,7 +35,7 @@ if !(_unit getVariable [QGVAR(isCarrying), false]) exitWith { // same as dragObjectPFH, checks if object is deleted or dead OR (target moved away from carrier (weapon disasembled)) if (!alive _target || {_unit distance _target > 10}) then { TRACE_4("dead/distance",_unit,_target,_timeOut,CBA_missionTime); - [_unit, _target] call FUNC(dropObject); + [_unit, _target] call FUNC(dropObject_carry); [_idPFH] call CBA_fnc_removePerFrameHandler; }; @@ -54,7 +54,7 @@ if (_target isKindOf "CAManBase") then { // drop if in timeout private _draggedObject = _unit getVariable [QGVAR(draggedObject), objNull]; - [_unit, _draggedObject] call FUNC(dropObject); + [_unit, _draggedObject] call FUNC(dropObject_carry); }; // wait for the unit to stand up