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31 lines
1.3 KiB
Plaintext
31 lines
1.3 KiB
Plaintext
// by PabstMirror, commy2
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#include "script_component.hpp"
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if (isServer) then {
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// release object on hard disconnection. Function is identical to killed
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addMissionEventHandler ["HandleDisconnect", {_this call FUNC(handleKilled)}];
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};
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if (!hasInterface) exitWith {};
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if (isNil "ACE_maxWeightDrag") then {
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ACE_maxWeightDrag = 800;
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};
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if (isNil "ACE_maxWeightCarry") then {
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ACE_maxWeightCarry = 600;
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};
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["isNotDragging", {!((_this select 0) getVariable [QGVAR(isDragging), false])}] call EFUNC(common,addCanInteractWithCondition);
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["isNotCarrying", {!((_this select 0) getVariable [QGVAR(isCarrying), false])}] call EFUNC(common,addCanInteractWithCondition);
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// release object on player change. This does work when returning to lobby, but not when hard disconnecting.
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["ace_playerChanged", {_this call FUNC(handlePlayerChanged)}] call CBA_fnc_addEventHandler;
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["ace_playerVehicleChanged", {[ACE_player, objNull] call FUNC(handlePlayerChanged)}] call CBA_fnc_addEventHandler;
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["ace_playerWeaponChanged", {_this call FUNC(handlePlayerWeaponChanged)}] call CBA_fnc_addEventHandler;
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// handle waking up dragged unit and falling unconscious while dragging
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["ace_medical_onUnconscious", {_this call FUNC(handleUnconscious)}] call CBA_fnc_addEventHandler;
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//@todo Captivity?
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