File: shockwaveDeath.cpp

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// shockwaveDeath.cpp : Defines the entry point for the DLL application.
//

#include "bzfsAPI.h"
#include <string>

BZ_GET_PLUGIN_VERSION

// event handler callback
class SWDeathHandler : public bz_EventHandler
{
public:
  virtual void	process ( bz_EventData *eventData );
};

SWDeathHandler	swDeathHandler;

BZF_PLUGIN_CALL int bz_Load ( const char* commandLine )
{
  bz_debugMessage(4,"shockwaveDeath plugin loaded");

  bz_registerEvent(bz_ePlayerDieEvent,&swDeathHandler);

  std::string param = commandLine;

  if (param == "usevictim")
	  bz_debugMessage(0,"shockwaveDeath plugin no longer takes any paramaters");
  return 0;
}

BZF_PLUGIN_CALL int bz_Unload ( void )
{
  bz_removeEvent(bz_ePlayerDieEvent,&swDeathHandler);
  bz_debugMessage(4,"shockwaveDeath plugin unloaded");
  return 0;
}

void SWDeathHandler::process ( bz_EventData *eventData )
{
  if (eventData->eventType != bz_ePlayerDieEvent)
    return;

  bz_PlayerDieEventData *dieData = (bz_PlayerDieEventData*)eventData;

  int playerToUse = BZ_SERVER;

  float reloadTime = (float)bz_getBZDBDouble("_reloadTime");

  if (bz_BZDBItemExists("_swDeathReloadFactor") && bz_getBZDBDouble("_swDeathReloadFactor") > 0)
    reloadTime *= (float)bz_getBZDBDouble("_swDeathReloadFactor");

  bz_fireWorldWep("SW",reloadTime,playerToUse,dieData->pos,0,0,0,0.0f);
}

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