#include "script_component.hpp" ["ace_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 {}; ["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);