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prevent casings from sinking below the terrain
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@ -48,7 +48,7 @@ if (isNil "_modelPath") then {
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if (_modelPath isEqualTo "") exitWith {};
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if (_modelPath isEqualTo "") exitWith {};
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private _unitPos = getposASL _unit;
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private _unitPos = getPosASL _unit;
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// Distant shooters don't produce as many cases
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// Distant shooters don't produce as many cases
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if ((AGLToASL positionCameraToWorld [0,0,0]) vectorDistance _unitPos > 100 && {random 1 < 0.9}) exitWith {};
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if ((AGLToASL positionCameraToWorld [0,0,0]) vectorDistance _unitPos > 100 && {random 1 < 0.9}) exitWith {};
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@ -60,10 +60,14 @@ private _pos = _unitPos
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[
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[
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{
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{
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params ["_modelPath", "_pos"];
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params ["_modelPath", "_pos", "_unitPos"];
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private _lisPos = (lineIntersectsSurfaces [_pos, _pos vectorAdd [0,0,-1e11], objNull, objNull, true, 1, "ROADWAY", "FIRE"]) #0;
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private _lisPos = (lineIntersectsSurfaces [_pos, _pos vectorAdd [0,0,-1e11], objNull, objNull, true, 1, "ROADWAY", "FIRE"]) select 0;
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private _casing = createSimpleObject [_modelPath, (_lisPos #0 vectorAdd [0,0,0.005]), true];
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private _casingPos = (_lisPos select 0) vectorAdd [0,0,0.005];
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if (((ASLtoATL _casingPos) select 2) < 0) then { // prevent casings sinking into the terrain
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_casingPos set [2, _unitPos select 2];
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};
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private _casing = createSimpleObject [_modelPath, _casingPos, true];
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_casing setDir (random 360);
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_casing setDir (random 360);
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_casing setVectorUp _lisPos #1;
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_casing setVectorUp _lisPos #1;
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private _idx = GVAR(casings) pushBack _casing;
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private _idx = GVAR(casings) pushBack _casing;
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@ -72,6 +76,6 @@ private _pos = _unitPos
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deleteVehicle (GVAR(casings) deleteAt 0);
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deleteVehicle (GVAR(casings) deleteAt 0);
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};
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};
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},
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},
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[_modelPath,_pos],
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[_modelPath, _pos, _unitPos],
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0.4
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0.1
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] call CBA_fnc_waitAndExecute;
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] call CBA_fnc_waitAndExecute;
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