* Disable (un)load patient action if unit is dead but was uncoscious before
* Remove handcuffs on death (prevents stand-up ragoll restart), Don't show load patient and captive at the same time
* Only allow unloading from outside - fix#5525 as discussed
* Also prevent unloading captives from inside
* Add debug logging
Previously we were resetting on death, but this caused problems when the respawnDelay was 0 as the dead unit wasn't actually the player.
To account for "group" and "side" respawn types where you change unit on respawn and could potentially become a captive unit, I am explicity checking the mission respawn type before resetting variables.