// animDrop.sqf private "_dragee"; _dragee = _this; // Check to see that the passed object matches local player object if (player != _dragee) exitWith {}; _dragee setVariable ["NORRN_unit_dragged", false, true]; detach _dragee; // We don't want to override the animations from fn_unconscious or load_act.sqf if (r_player_unconscious) then { // Animation needs to be synced on all clients. [nil, _dragee, rSWITCHMOVE, "ainjppnemstpsnonwrfldnon"] call RE; _dragee switchmove "ainjppnemstpsnonwrfldnon"; };