#include "script_component.hpp" #include "\a3\ui_f\hpp\defineDIKCodes.inc" ["CBA_settingsInitialized", { // Hold on a little bit longer to ensure anims will work [{ GVAR(captivityEnabled) = true; }, [], 0.05] call CBA_fnc_waitAndExecute; }] call CBA_fnc_addEventHandler; //Handles when someone starts escorting and then disconnects, leaving the captive attached //This is normaly handled by the PFEH in doEscortCaptive, but that won't be running if they DC if (isServer) then { addMissionEventHandler ["HandleDisconnect", { params ["_disconnectedPlayer"]; private _escortedUnit = _disconnectedPlayer getVariable [QGVAR(escortedUnit), objNull]; if ((!isNull _escortedUnit) && {(attachedTo _escortedUnit) == _disconnectedPlayer}) then { detach _escortedUnit; }; if (_disconnectedPlayer getVariable [QGVAR(isEscorting), false]) then { _disconnectedPlayer setVariable [QGVAR(isEscorting), false, true]; }; }]; }; ["unit", FUNC(handlePlayerChanged)] call CBA_fnc_addPlayerEventHandler; [QGVAR(moveInCaptive), FUNC(vehicleCaptiveMoveIn)] call CBA_fnc_addEventHandler; [QGVAR(moveOutCaptive), FUNC(vehicleCaptiveMoveOut)] call CBA_fnc_addEventHandler; [QGVAR(setHandcuffed), FUNC(setHandcuffed)] call CBA_fnc_addEventHandler; [QGVAR(setSurrendered), FUNC(setSurrendered)] call CBA_fnc_addEventHandler; //Medical Integration Events ["ace_unconscious", FUNC(handleOnUnconscious)] call CBA_fnc_addEventHandler; if (!hasInterface) exitWith {}; ["ACE3 Common", QGVAR(captives), [(localize LSTRING(SetCaptive)), (localize LSTRING(KeyComb_description))], { private _target = cursorObject; if !([ACE_player, _target, []] call EFUNC(common,canInteractWith)) exitWith {false}; if !(_target isKindOf "CAManBase") exitWith {false}; if ((_target distance ACE_player) > getNumber (configOf ACE_player >> "ACE_Actions" >> "ACE_ApplyHandcuffs" >> "distance")) exitWith {false}; if ([ACE_player, _target] call FUNC(canApplyHandcuffs)) exitWith { [ACE_player, _target] call FUNC(doApplyHandcuffs); true }; false }, {false}, [DIK_F1, [true, false, false]], true] call CBA_fnc_addKeybind; // Shift + F1 ["isNotEscorting", {!GETVAR(_this select 0,GVAR(isEscorting),false)}] call EFUNC(common,addCanInteractWithCondition); ["isNotHandcuffed", {!GETVAR(_this select 0,GVAR(isHandcuffed),false)}] call EFUNC(common,addCanInteractWithCondition); ["isNotSurrendering", {!GETVAR(_this select 0,GVAR(isSurrendering),false)}] call EFUNC(common,addCanInteractWithCondition);