This commit fixes partly the floating loot issue. The whole problem is not fixable. It is a problem with different components. The main point is that the position can be half water and half not. The second is the building collision and the collision of the loot object. Normally setPosATL should do its work but the object moves on the placement. Adding a special handling for buildings that are mostly over water did the best job so far.
With fixWaterPos = 1; in the building class which has those floating loot problems, the position gets converted to ASL which is better over water but not always. Some loot objects are still floating a bit but I could reach all of them. It is a way better as before.
Replace switch do block with call using if and exitWith statements. Magazine class items are the most commonly spawned item so it is placed at the top. Switch to the more efficient form of createVehicle. Set more local variables at the top to make the file more readable. Prevent the generator from spawning halfway into the floor by raising the z coordinate. Lower the backpack spawns to prevent them from floating. Add replacement items if dayz_toolBreaking and dayz_knifeDulling are disabled.
Since typed bags spawn in bulk (usually 2x 4 different bag types) this
reduces bloodbag output slightly when classic system is enabled.
Medboxes were spawning with 3-8 blood bags, this reduces it to about 1-6
which should be similar to 1051 values IIRC. Feel free to adjust this up
or down if needed.