#include "script_component.hpp" if (isServer) then { // Cancel dig on hard disconnection. Function is identical to killed addMissionEventHandler ["HandleDisconnect", {_this call FUNC(handleKilled)}]; }; 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. ["ace_playerChanged", {_this call FUNC(handlePlayerChanged)}] call CBA_fnc_addEventHandler; ["ace_playerInventoryChanged", {_this call FUNC(handlePlayerInventoryChanged)}] call CBA_fnc_addEventHandler; ["ace_playerVehicleChanged", {[ACE_player, objNull] call FUNC(handlePlayerChanged)}] call CBA_fnc_addEventHandler; // handle waking up dragged unit and falling unconscious while dragging ["ace_unconscious", {_this call FUNC(handleUnconscious)}] call CBA_fnc_addEventHandler; //@todo Captivity?