#include "script_component.hpp" ["playerChanged", {_this call FUNC(handlePlayerChanged)}] call EFUNC(common,addEventhandler); ["MoveInCaptive", {_this call FUNC(vehicleCaptiveMoveIn)}] call EFUNC(common,addEventHandler); ["MoveOutCaptive", {_this call FUNC(vehicleCaptiveMoveOut)}] call EFUNC(common,addEventHandler); ["SetHandcuffed", {_this call FUNC(setHandcuffed)}] call EFUNC(common,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_1(_disconnectedPlayer); _escortedUnit = _disconnectedPlayer getVariable [QGVAR(escortedUnit), objNull]; if ((!isNull _escortedUnit) && {(attachedTo _escortedUnit) == _disconnectedPlayer}) then { detach _escortedUnit; systemChat "debug: DC detach"; }; if (_disconnectedPlayer getVariable [QGVAR(isEscorting), false]) then { _disconnectedPlayer setVariable [QGVAR(isEscorting), false, true]; }; }]; }; //TODO: Medical Integration Events??? // [_unit, "knockedOut", { // if (local (_this select 0)) then {_this call ACE_Captives_fnc_handleKnockedOut}; // }] call ACE_Core_fnc_addCustomEventhandler; // [_unit, "wokeUp", { // if (local (_this select 0)) then {_this call ACE_Captives_fnc_handleWokeUp}; // }] call ACE_Core_fnc_addCustomEventhandler;