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detach when entering a vehicle, don't mess up animation insidea vehicle
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@ -16,6 +16,7 @@ if (isNil "ACE_maxWeightCarry") then {
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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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["playerChanged", {_this call DFUNC(handlePlayerChanged)}] call EFUNC(common,addEventhandler);
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["playerVehicleChanged", {[ACE_player, objNull] call DFUNC(handlePlayerChanged)}] call EFUNC(common,addEventhandler);
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["playerWeaponChanged", {_this call DFUNC(handlePlayerWeaponChanged)}] call EFUNC(common,addEventhandler);
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// handle waking up dragged unit and falling unconscious while dragging
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@ -32,7 +32,9 @@ detach _target;
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// fix anim when aborting carrying persons
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if (_target isKindOf "CAManBase" || {animationState _unit in CARRY_ANIMATIONS}) then {
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[_unit, "", 2, true] call EFUNC(common,doAnimation);
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if (vehicle _unit == _unit) then {
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[_unit, "", 2, true] call EFUNC(common,doAnimation);
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};
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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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