<commit_before>//	@file Name: openParachute.sqf
//	@file Author: AgentRev

if (!alive player) exitWith {};
if (vehicle player != player) exitWith {};

private ["_pos", "_class", "_para"];

// some aircrafts blow up on contact with parachutes, so we have to make sure none's close
waitUntil {sleep 0.1; count (player nearEntities ["Air", 10]) == 0};

if (!alive player) exitWith {};

_pos = player call fn_getPos3D;
_class = if (_pos select 2 < 20) then { "NonSteerable_Parachute_F" } else { "Steerable_Parachute_F" };

_para = createVehicle [_class, _pos, [], 0, "CAN_COLLIDE"];
_para disableCollisionWith player;
_para setDir getDir player;
player moveInDriver _para;

_para spawn
{
	sleep 4.25; // parachute deployment time<commit_msg>Fixed teleporting underwater when opening magic parachute over sea (cherry picked from commit A3Wasteland/ArmA3_Wasteland.Altis@a0<PASSWORD>bc<PASSWORD>)<commit_after>//	@file Name: openParachute.sqf
//	@file Author: AgentRev

if (!alive player) exitWith {};
if (vehicle player != player) exitWith {};

private ["_pos", "_class", "_para"];

// some aircrafts blow up on contact with parachutes, so we have to make sure none's close
waitUntil {sleep 0.1; count (player nearEntities ["Air", 10]) == 0};

if (!alive player) exitWith {};

_pos = getPosATL player;
_class = if (_pos select 2 < 20) then { "NonSteerable_Parachute_F" } else { "Steerable_Parachute_F" };

_para = createVehicle [_class, _pos, [], 0, "CAN_COLLIDE"];
_para disableCollisionWith player;
_para setDir getDir player;
player moveInDriver _para;

_para spawn
{
	sleep 4.25; // parachute deployment time
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