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How to check if he is in the water


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V0gelz
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Join Date: Jun 2004
Old 12-11-2008 , 08:02   How to check if he is in the water
Reply With Quote #1

How can i check if someone is in water?
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raydan
Senior Member
Join Date: Aug 2006
Old 12-11-2008 , 08:08   Re: How to check if he is in the water
Reply With Quote #2

Code:
 
if(GetEntityFlags(client) & FL_INWATER)
{
 
}
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V0gelz
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Join Date: Jun 2004
Old 12-11-2008 , 08:36   Re: How to check if he is in the water
Reply With Quote #3

ah thanks m8 second time helped me greatly ^^
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V0gelz
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Join Date: Jun 2004
Old 12-11-2008 , 08:59   Re: How to check if he is in the water
Reply With Quote #4

What if he is just standing in water?
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raydan
Senior Member
Join Date: Aug 2006
Old 12-11-2008 , 09:06   Re: How to check if he is in the water
Reply With Quote #5

"just standing in water" ?
FL_INWATER already check player is in water or not

Code:
// CBaseEntity::m_fFlags
// PLAYER SPECIFIC FLAGS FIRST BECAUSE WE USE ONLY A FEW BITS OF NETWORK PRECISION
#define FL_ONGROUND   (1 << 0) // At rest / on the ground
#define FL_DUCKING   (1 << 1) // Player flag -- Player is fully crouched
#define FL_WATERJUMP   (1 << 2) // player jumping out of water
#define FL_ONTRAIN   (1 << 3) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction.
#define FL_INRAIN   (1 << 4) // Indicates the entity is standing in rain
#define FL_FROZEN   (1 << 5) // Player is frozen for 3rd person camera
#define FL_ATCONTROLS   (1 << 6) // Player can't move, but keeps key inputs for controlling another entity
#define FL_CLIENT   (1 << 7) // Is a player
#define FL_FAKECLIENT   (1 << 8) // Fake client, simulated server side; don't send network messages to them
// NOTE if you move things up, make sure to change this value
#define PLAYER_FLAG_BITS  9
// NON-PLAYER SPECIFIC (i.e., not used by GameMovement or the client .dll ) -- Can still be applied to players, though
#define FL_INWATER   (1 << 9) // In water
#define FL_FLY    (1 << 10) // Changes the SV_Movestep() behavior to not need to be on ground
#define FL_SWIM    (1 << 11) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)
#define FL_CONVEYOR   (1 << 12)
#define FL_NPC    (1 << 13)
#define FL_GODMODE   (1 << 14)
#define FL_NOTARGET   (1 << 15)
#define FL_AIMTARGET   (1 << 16) // set if the crosshair needs to aim onto the entity
#define FL_PARTIALGROUND  (1 << 17) // not all corners are valid
#define FL_STATICPROP   (1 << 18) // Eetsa static prop!  
#define FL_GRAPHED   (1 << 19) // worldgraph has this ent listed as something that blocks a connection
#define FL_GRENADE   (1 << 20)
#define FL_STEPMOVEMENT   (1 << 21) // Changes the SV_Movestep() behavior to not do any processing
#define FL_DONTTOUCH   (1 << 22) // Doesn't generate touch functions, generates Untouch() for anything it was touching when this flag was set
#define FL_BASEVELOCITY   (1 << 23) // Base velocity has been applied this frame (used to convert base velocity into momentum)
#define FL_WORLDBRUSH   (1 << 24) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something)
#define FL_OBJECT   (1 << 25) // Terrible name. This is an object that NPCs should see. Missiles, for example.
#define FL_KILLME   (1 << 26) // This entity is marked for death -- will be freed by game DLL
#define FL_ONFIRE   (1 << 27) // You know...
#define FL_DISSOLVING   (1 << 28) // We're dissolving!
#define FL_TRANSRAGDOLL   (1 << 29) // In the process of turning into a client side ragdoll.
#define FL_UNBLOCKABLE_BY_PLAYER (1 << 30) // pusher that can't be blocked by the player
// END m_fFlags #defines
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V0gelz
Senior Member
Join Date: Jun 2004
Old 12-11-2008 , 09:18   Re: How to check if he is in the water
Reply With Quote #6

Ah ok, i tought that was the one for swimming.

thanks again :p
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hlstriker
Green Gaben
Join Date: Mar 2006
Location: OH-IO!
Old 12-11-2008 , 15:16   Re: How to check if he is in the water
Reply With Quote #7

You can also check their water level:

PHP Code:
GetEntProp(iClientProp_Send"m_nWaterLevel"
0 = Not in water
1 = Feet in water
2 = Waist in water
3 = Head in water
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V0gelz
Senior Member
Join Date: Jun 2004
Old 12-12-2008 , 18:18   Re: How to check if he is in the water
Reply With Quote #8

Well, i just needed to know if the player was in water. But thanks maybe i can use it in something else =)
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