// by PabstMirror, commy2 #include "script_component.hpp" if (isServer) then { // release object on hard disconnection. Function is identical to killed addMissionEventHandler ["HandleDisconnect", {_this call FUNC(handleKilled)}]; }; if (!hasInterface) exitWith {}; [{_this call FUNC(handleScrollWheel)}] call EFUNC(common,addScrollWheelEventHandler); if (isNil "ACE_maxWeightDrag") then { ACE_maxWeightDrag = 800; }; if (isNil "ACE_maxWeightCarry") then { ACE_maxWeightCarry = 600; }; ["isNotDragging", {!((_this select 0) getVariable [QGVAR(isDragging), false])}] call EFUNC(common,addCanInteractWithCondition); ["isNotCarrying", {!((_this select 0) getVariable [QGVAR(isCarrying), false])}] call EFUNC(common,addCanInteractWithCondition); // release object on player change. This does work when returning to lobby, but not when hard disconnecting. ["playerChanged", {_this call FUNC(handlePlayerChanged)}] call EFUNC(common,addEventhandler); ["playerVehicleChanged", {[ACE_player, objNull] call FUNC(handlePlayerChanged)}] call EFUNC(common,addEventhandler); ["playerWeaponChanged", {_this call FUNC(handlePlayerWeaponChanged)}] call EFUNC(common,addEventhandler); // handle waking up dragged unit and falling unconscious while dragging ["medical_onUnconscious", {_this call FUNC(handleUnconscious)}] call EFUNC(common,addEventhandler); //@todo Captivity?