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Use playerInventoryChanged instead of Take
This makes sure to also fire when other mods, like TFAR (when adding backpacks) add items via script.
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@ -47,11 +47,3 @@ class Extended_Local_EventHandlers {
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};
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};
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};
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};
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};
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};
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class Extended_Take_EventHandlers {
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class CAManBase {
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class ADDON {
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take = QUOTE(call FUNC(itemCheck));
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};
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};
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};
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@ -266,3 +266,8 @@ if (USE_WOUND_EVENT_SYNC) then {
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// Prevent all types of interaction while unconscious
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// Prevent all types of interaction while unconscious
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// @todo: probably remove this when CBA keybind hold key works properly
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// @todo: probably remove this when CBA keybind hold key works properly
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["isNotUnconscious", {!((_this select 0) getVariable ["ACE_isUnconscious", false])}] call EFUNC(common,addCanInteractWithCondition);
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["isNotUnconscious", {!((_this select 0) getVariable ["ACE_isUnconscious", false])}] call EFUNC(common,addCanInteractWithCondition);
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// Item Event Handler
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["playerInventoryChanged", {
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[ACE_player] call FUNC(itemCheck);
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}] call EFUNC(common,addEventHandler);
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