_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 {};