1. Title, sounded simple, OnEntityEnter on Oxide API for Rust doesn't fire when I jump in the water so that's not viable I guess, any suggestions?

    I know I could have a periodic foreach loop through all active players and check their .IsSwimming() but it'd be nice if this could be handled through an event
     
    Last edited by a moderator: Jun 25, 2016
  2. This is a bit difficult, because the server doesn't really fire an event by itself, so Oxide would need to add an extra check to the "UpdateModelStateFromTick" method (or similar).
     
  3. I can settle for
    Code:
    private void OnPlayerInput(BasePlayer player, InputState input)
    {
        if (!player.IsSwimming()) return;
        ForcePlayerPosition(player, defaultSpawnPoint);
    }
    if this isn't doable, doesn't seem like it makes any hit in performance