if (_randomSpot) then {
private["_counter","_position","_isNear","_isZero","_mkr"];
if (!isDedicated) then {
endLoadingScreen;
};
//Spawn modify via mission init.sqf
if(isnil "spawnArea") then {
spawnArea = 1500;
};
if(isnil "spawnShoremode") then {
spawnShoremode = 1;
};
//
_spawnMC = actualSpawnMarkerCount;
//spawn into random
_findSpot = true;
_mkr = "";
while {_findSpot} do {
_counter = 0;
while {_counter < 20 && _findSpot} do {
// switched to floor
_mkr = "spawn" + str(floor(random _spawnMC));
_position = ([(getMarkerPos _mkr),0,spawnArea,10,0,2000,spawnShoremode] call BIS_fnc_findSafePos);
_isNear = count (_position nearEntities ["Man",100]) == 0;
_isZero = ((_position select 0) == 0) && ((_position select 1) == 0);
//Island Check //TeeChange
_pos = _position;
_isIsland = false; //Can be set to true during the Check
for [{_w=0},{_w<=150},{_w=_w+2}] do {
_pos = [(_pos select 0),((_pos select 1) + _w),(_pos select 2)];
if(surfaceisWater _pos) exitWith {
_isIsland = true;
};
};
if ((_isNear && !_isZero) || _isIsland) then {_findSpot = false};
_counter = _counter + 1;
};
};
_isZero = ((_position select 0) == 0) && ((_position select 1) == 0);
_position = [_position select 0,_position select 1,0];
if (!_isZero) then {
//_playerObj setPosATL _position;
_worldspace = [0,_position];
};
};