#include "script_component.hpp"
if (isServer) then {
// Cancel dig on hard disconnection. Function is identical to killed
addMissionEventHandler ["HandleDisconnect", {_this call FUNC(handleKilled)}];
// Wrapper for blockTrench_place, on failure send hint back to source
[QGVAR(layTrenchline), {
params [["_source", objNull, [objNull]], ["_args", [], [[]]]];
private _return = _args call FUNC(blockTrench_place);
TRACE_3("layTrenchline EH",_source,_args,_return);
_return params ["_success", "_reason", ["_info", ""]];
if ((!_success) && {!isNull _source}) then {
[QEGVAR(common,displayTextStructured), [["%1:
%2
%3", "str_mis_state_failed", _reason, _info], 3], [_source]] call CBA_fnc_targetEvent;
};
}] call CBA_fnc_addEventHandler;
};
if (!hasInterface) exitWith {};
GVAR(trenchId) = 0;
GVAR(trench) = objNull;
GVAR(digPFH) = -1;
GVAR(digDirection) = 0;
// Cancel dig sandbag if interact menu opened
["ace_interactMenuOpened", {[ACE_player] call FUNC(handleInteractMenuOpened)}] call CBA_fnc_addEventHandler;
// Cancel dig on player change. This does work when returning to lobby, but not when hard disconnecting.
["unit", FUNC(handlePlayerChanged)] call CBA_fnc_addPlayerEventHandler;
["loadout", FUNC(handlePlayerInventoryChanged)] call CBA_fnc_addPlayerEventHandler;
["vehicle", {[ACE_player, objNull] call FUNC(handlePlayerChanged)}] call CBA_fnc_addPlayerEventHandler;
// handle waking up dragged unit and falling unconscious while dragging
["ace_unconscious", {_this call FUNC(handleUnconscious)}] call CBA_fnc_addEventHandler;
//@todo Captivity?