_exit = false;
if (_ctrlKey) then {
    if (playerSide isEqualTo west) then {
        if (player getVariable ["isEscorting",false]) then {
            ["cop_interaction"] spawn CBX_fnc_openInteraction;
            _exit = true;
        } else {
            if ((isPlayer cursorObject) && (cursorObject isKindOf "Man") && !dialog) then {
                ["cop_interaction"] spawn CBX_fnc_openInteraction;
                _exit = true;
            };
        };
    };
    if (_exit) exitWith {};
    if ((cursorObject isKindOf "House_F") && ((player distance cursorObject) < 12)) then {
        switch (side player) do {
            case civilian: {["house_menu"] spawn CBX_fnc_openInteraction;};
            case west: {["cop_house_menu"] spawn CBX_fnc_openInteraction;};
            default {};
        };
        _exit = true;
    };
    if (_exit) exitWith {};
    if ((cursorObject isKindOf "landVehicle") || (cursorObject isKindOf "Ship") || (cursorObject isKindOf "Air")) then {
        if !(dialog) then {
            if ((player distance cursorObject) < ((boundingBox cursorObject select 1) select 0)+2 && (!(player getVariable ["restrained",false])) && (!(player getVariable ["playerSurrender",false])) && !life_isknocked && !life_istazed) then {
                ['vehicle_menu'] spawn CBX_fnc_openInteraction;
                _exit = true;
            };
        };
    };
};
if (_exit) exitWith {};