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start carrying phase
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@ -27,7 +27,7 @@ _inBuilding = [_unit] call FUNC(isObjectOnObject);
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_unit playAction "released";
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// prevent collision damage
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["fixCollision", _unit, _unit] call EFUNC(common,targetEvent);
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["fixCollision", _unit] call EFUNC(common,localEvent);
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["fixCollision", _target, _target] call EFUNC(common,targetEvent);
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// release object
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@ -37,7 +37,7 @@ if (_target isKindOf "CAManBase") then {
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if (_target getVariable ["ACE_isUnconscious", false]) then {
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[_target, "unconscious", 2, true] call EFUNC(common,doAnimation);
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} else {
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[_target, "", 2, true] call EFUNC(common,doAnimation); //@todo "AinjPpneMrunSnonWnonDb_release" seems to fall back to unconsciousness anim. retest after config fix
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[_target, "", 2, true] call EFUNC(common,doAnimation); //@todo "AinjPpneMrunSnonWnonDb_release" seems to fall back to unconsciousness anim.
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};
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};
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@ -54,5 +54,7 @@ _unit setVariable [QGVAR(draggedObject), objNull, true];
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// make object accesable for other units
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[objNull, _target, true] call EFUNC(common,claim);
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["fixPosition", _target, _target] call EFUNC(common,targetEvent);
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["fixFloating", _target, _target] call EFUNC(common,targetEvent);
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if !(_target isKindOf "CAManBase") then {
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["fixPosition", _target, _target] call EFUNC(common,targetEvent);
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["fixFloating", _target, _target] call EFUNC(common,targetEvent);
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};
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