#include "script_component.hpp" if (!hasInterface) exitWith {}; GVAR(adjustPFH) = -1; GVAR(height) = 0.5; // Cancel adjustment if interact menu opens ["ace_interactMenuOpened", {[ACE_player] call FUNC(handleInteractMenuOpened)}] call CBA_fnc_addEventHandler; // Cancel adjusting on player change. ["unit", FUNC(handlePlayerChanged)] call CBA_fnc_addPlayerEventHandler; ["vehicle", {[ACE_player, objNull] call FUNC(handlePlayerChanged)}] call CBA_fnc_addPlayerEventHandler; // handle falling unconscious ["ace_unconscious", {_this call FUNC(handleUnconscious)}] call CBA_fnc_addEventHandler; // @todo captivity?