14 Jul 12, 08:52PM
Even without looking at the code one can assume there is an "underwater" state with the change of sounds when the player is under water.
audiomanager.cpp:
There's also this, but you can't really mod your health with it (in game)
Eww no syntax highlighting :/
audiomanager.cpp:
[SELECT ALL] Code:
bool underwater = /*alive &&*/ firstperson && hdr.waterlevel>player1->o.z+player1->aboveeye;
There's also this, but you can't really mod your health with it (in game)
Eww no syntax highlighting :/