#include "script_component.hpp" if (isServer) then { // Cancel deploy on hard disconnection. Function is identical to killed addMissionEventHandler ["HandleDisconnect", {_this call FUNC(handleKilled)}]; }; if (!hasInterface) exitWith {}; GVAR(sandBag) = objNull; GVAR(deployPFH) = -1; GVAR(deployDirection) = 0; [{_this call FUNC(handleScrollWheel)}] call EFUNC(common,addScrollWheelEventHandler); // Cancel deploy sandbag if interact menu opened ["interactMenuOpened", {[ACE_player] call FUNC(handleInteractMenuOpened)}] call EFUNC(common,addEventHandler); // Cancel deploy on player change. This does work when returning to lobby, but not when hard disconnecting. ["playerChanged", {_this call FUNC(handlePlayerChanged)}] call EFUNC(common,addEventhandler); ["playerInventoryChanged", {_this call FUNC(handlePlayerInventoryChanged)}] call EFUNC(common,addEventhandler); ["playerVehicleChanged", {[ACE_player, objNull] call FUNC(handlePlayerChanged)}] 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?