#include "script_component.hpp" // Exit on Headless if (!hasInterface) exitWith {}; ["ace_settingsInitialized", { TRACE_1("SettingInit", XGVAR(enable)); // If not enabled, then do not add CanInteractWith Condition or event handlers if (!XGVAR(enable)) exitWith {}; // Initialize classes as they spawn ["ThingX", "init", FUNC(addSitActions), nil, nil, true] call CBA_fnc_addClassEventHandler; // Initialize statically defined benches (also appear as world objects, no class EH thrown) { [_x] call FUNC(addSitActions); } forEach [BENCHES]; // Add interaction menu exception ["isNotSitting", {isNil {(_this select 0) getVariable QGVAR(sittingStatus)}}] call EFUNC(common,addCanInteractWithCondition); // Handle interruptions ["ace_unconscious", {_this call DFUNC(handleInterrupt)}] call CBA_fnc_addEventHandler; ["ace_captives_SetHandcuffed", {_this call DFUNC(handleInterrupt)}] call CBA_fnc_addEventHandler; }] call CBA_fnc_addEventHandler;