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<td align="center"><span class="SubHeader"> Contents </span></td>
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<strong>Overview</strong>
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<a href="index.html">Introduction </a>
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<a href="general.html">General Info </a>
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<strong>Reference</strong>
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<a href="entrys.html">Entries</a>
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<td align="center">
<a href="types.html">Types</a>
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<tr>
</tr>
<tr>
<td align="center">
<a href="events.html">Events</a>
</td>
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<tr>
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<a href="functions.html">Functions</a>
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<strong>Examples</strong>
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<td align="center">
shockwaveDeath
</td>
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<tr>
</tr>
<tr>
<td align="center">
scoreReset
</td>
</tr>
<tr>
</tr>
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<center><b>BZFS API Documentation</b></center>
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<tr>
<td align="left">
<p class="Bold style2" align="center">Events</p>
<p><span class="SubHeader">Registering to Receive
Events</span></p>
<p>A plugin is basically useless if it can't react to events in game. To allow this
a plugin needs to tell bzfs that it would like to listen for events. To do that
the plugin will need to call the following function:</p>
<p class="Code">
bool bz_registerEvent ( bz_teEventType eventType, bz_EventHandler* eventHandler
);</p>
<p>where
<span class="Code">eventType</span>
is one of the following enumerations;</p>
<table>
<tbody>
<tr>
<td><span class="Code">bz_eCaptureEvent</span>
</td>
<td>
A team flag is captured in a CTF game</td>
</tr>
<tr>
<td><span class="Code">bz_ePlayerDieEvent</span>
</td>
<td>
A player gets killed
</td>
</tr>
<tr>
<td><span class="Code">bz_ePlayerSpawnEvent</span>
</td>
<td>
A player joins as a tank</td>
</tr>
<tr>
<td><span class="Code">bz_eZoneEntryEvent</span>
</td>
<td>
A player enters a zone ( not implemented )
</td>
</tr>
<tr>
<td><span class="Code">bz_eZoneExitEvent</span>
</td>
<td>
A player exits a zone ( not implemented )</td>
</tr>
<tr>
<td><span class="Code">bz_ePlayerJoinEvent</span>
</td>
<td>
A user joins the server ( player or observer )</td>
</tr>
<tr>
<td><span class="Code">bz_ePlayerPartEvent</span>
</td>
<td>
A user leaves the server ( player or observer )</td>
</tr>
<tr>
<td><span class="Code">bz_eChatMessageEvent</span>
</td>
<td>
A chat message is sent
</td>
</tr>
<tr>
<td><span class="Code">bz_eUnknownSlashCommand</span>
</td>
<td>
A "/" command was issued but not handled</td>
</tr>
<tr>
<td><span class="Code">bz_eGetPlayerSpawnPosEvent</span>
</td>
<td>
The server needs a spawn position for a player</td>
</tr>
<tr>
<td><span class="Code">bz_eGetAutoTeamEvent</span>
</td>
<td>
The server is assigning a player to a team automatically</td>
</tr>
<tr>
<td><span class="Code">bz_eAllowPlayer</span></td>
<td>
The server is about to allow or disallow a player</td>
</tr>
<tr>
<td>
<span class="Code">bz_eTickEvent</span></td>
<td>
The server has executed one of it's normal event loops
</td>
</tr>
<tr>
<td><span class="Code">bz_eGenerateWorldEvent</span>
</td>
<td>
The server is generating or loading a world</td>
</tr>
<tr>
<td>
<span class="Code">bz_eGetPlayerInfoEvent</span>
</td>
<td>
The server needs the info bits about a player</td>
</tr>
<tr>
<td><span class="Code">bz_eAllowSpawn</span></td>
<td>
The server is about to allow a player to spawn</td>
</tr>
<tr>
<td><span class="Code">bz_eListServerUpdateEvent</span>
</td>
<td>
The game server is about to send a list server update</td>
</tr>
<tr>
<td><span class="Code">bz_eBanEvent</span>
</td>
<td>
A user was banned</td>
</tr>
<tr>
<td><span class="Code">bz_eHostBanEvent</span>
</td>
<td>
A user was hostbanned /td>
</tr>
<tr>
<td><span class="Code">bz_eKickEvent</span>
</td>
<td>
A user was kicked from the server</td>
</tr>
<tr>
<td><span class="Code">bz_eKillEvent</span>
</td>
<td>
The /kill command was called</td>
</tr>
<tr>
<td><span class="Code">bz_ePlayerPausedEvent</span>
</td>
<td>
A player has requested a pause</td>
</tr>
<tr>
<td><span class="Code">bz_eMessagFilteredEvent</span>
</td>
<td>
A chat message was filtered and changed by the chat filter</td>
</tr>
<tr>
<td><span class="Code">bz_eGameStartEvent</span>
</td>
<td>
A game timer was started</td>
</tr>
<tr>
<td><span class="Code">bz_eGameEndEvent</span>
</td>
<td>
A game timer ends</td>
</tr>
<tr>
<td><span class="Code">bz_eSlashCommandEvent</span>
</td>
<td>
A server command was issued</td>
</tr>
<tr>
<td><span class="Code">bz_ePlayerAuthEvent</span>
</td>
<td>
Player authentication status change</td>
</tr>
<tr>
<td><span class="Code">bz_eServerMsgEvent</span>
</td>
<td>
A server message was sent</td>
</tr>
</tbody>
</table>
<p>
<span class="Code">eventHandler</span>
is a pointer to a event handler class. Plugins should derive their own versions
of the event handler class from bz_EventHandler and pass this pointer into the
function. When the event happens the process function of the class will be
called so that the plugin can perform any actions it desires.
</p>
<p>When the plugin's unload function is called, the plugin must remove any events
it has loaded by calling:</p>
<p>
<span class="Code">bool bz_removeEvent (
bz_teEventType eventType, bz_EventHandler* eventHandler );</span></p>
<p>Failure to do so may cause crashes if the plugin is manually unloaded at run
time.</p>
<p><span class="SubHeader">Event Handlers</span></p>
<p>The event handler is a pure virtual class. It does not perform any logic or
actions, but simply provides a framework for a plugin to use. You need to
derive your own version of an event handler before you can use it, providing
your own code in the "process" method.</p>
<p class="Code">virtual void process ( bz_EventData *eventData );</p>
<p>
When the process method is called, the eventData will be a pointer to a data
class. There are a number of different data classes all derived from
bz_EventData. The eventType member of the base class will tell you what type
the data is. This allows for the same handler to be used for more then one type
of event.</p>
<p>
The event data for the various event types are as follows, along with their
associated data items. Some events may share event data types.</p>
<table bgcolor="#dddddd" border="1">
<tbody>
<tr>
<td align="left" valign="top">
<table align="left" border="0" cellpadding="2" cellspacing="2">
<tbody>
<tr>
<td><span class="Code">bz_eCaptureEvent</span>
provides the following data
</td>
</tr>
<tr>
<td><span class="Code">bz_CTFCaptureEventData<br>
{<br>
</span>
<blockquote class="Code"> bz_eTeamType teamCapped; // the team that had there flag
captured<br>
bz_eTeamType teamCapping; // the team that did the capturing<br>
int playerCapping; // the player ID who did the capture<br>
float pos[3]; // the last known position of the player<br>
float rot; // the last known angle of the player<br>
double time; // the time in seconds of the capture</blockquote>
<p class="Code">}</p>
</td>
</tr>
<tr>
<td>Handle this event when you want to do something when ever someone captures a
team flag. It is useful for events like clearing bases, tracking scores, or
playing sounds.
</td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
<br>
<br>
<table bgcolor="#dddddd" border="1">
<tbody>
<tr>
<td valign="top">
<table align="left" border="0" cellpadding="2" cellspacing="2">
<tbody>
<tr>
<td><span class="Code">bz_ePlayerDieEvent</span>
provides the following data</td>
</tr>
<tr>
<td><span class="Code">bz_PlayerDieEventData<br>
{<br>
</span>
<blockquote class="Code"> int playerID; // the ID of the player who died<br>
bz_eTeamType team; // the team of the player who died<br>
int killerID; // the ID of the player doing the killing<br>
bz_eTeamType killerTeam; // the team that the killer was on<br>
bzApiString flagKilledWith; // the flag the killer had when killing<br>
float pos[3]; // the last known position of the victim<br>
float rot; // the last known rotation of the victim<br>
double time; // the time of the death</blockquote>
<p class="Code">}</p>
</td>
</tr>
<tr>
<td>This event is called whenever a player is killed.</td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
<br>
<br>
<table bgcolor="#dddddd" border="1">
<tbody>
<tr>
<td align="left" valign="top">
<table border="0" cellpadding="2" cellspacing="2">
<tbody>
<tr>
<td><span class="Code">bz_ePlayerSpawnEvent</span>
provides the following data</td>
</tr>
<tr>
<td><span class="Code">bz_PlayerSpawnEventData<br>
{<br>
</span>
<blockquote class="Code"> int playerID // the ID of the player that has spawned;<br>
bz_eTeamType team; // the team the spawning player is a member of<br>
float pos[3]; // the position of the spawn<br>
float rot; // the rotation of the spawn<br>
double time; // the time of the spawn</blockquote>
<p class="Code">}</p>
</td>
</tr>
<tr>
<td>Track this event when you wish to know if someone has spawned, and where they
have spawned at. This event does not let you set the spawn position, it is only
called AFTER the spawn has been computed and sent to the players.</td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
<br>
<br>
<table bgcolor="#dddddd" border="1">
<tbody>
<tr>
<td align="left" valign="top">
<table border="0" cellpadding="2" cellspacing="2">
<tbody>
<tr>
<td><span class="Code">bz_ePlayerJoinEvent</span>
AND
<span class="Code">bz_ePlayerPartEvent</span>
both provide the following data</td>
</tr>
<tr>
<td><span class="Code">bz_PlayerJoinPartEventData<br>
{<br>
</span>
<blockquote class="Code"> int playerID; // the ID of the user that has joined or
parted<br>
bzApiString globalUser; // if globally identified, global user id<br>
bool verified; // whether the player if verified<br>
bz_eTeamType team; // the team ID of the user<br>
bzApiString callsign; // the callsign used by the user<br>
bzApiString email; // the email used by the user<br>
bzApiString reason; // if a part event, the reason for the part<br>
bzApiString ipAdress; // the IP adress of the player<br>
double time; // the time of the event</blockquote>
<p class="Code">}</p>
</td>
</tr>
<tr>
<td>These events are called when ever a user joins or leaves the server. These
events are called for both players and observers.
</td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
<br>
<br>
<table bgcolor="#dddddd" border="1">
<tbody>
<tr>
<td align="left" valign="top">
<table border="0" cellpadding="2" cellspacing="2">
<tbody>
<tr>
<td><span class="Code">bz_eChatMessageEvent</span>
provides the following data</td>
</tr>
<tr>
<td><span class="Code">bz_ChatEventData<br>
{<br>
</span>
<blockquote class="Code"> int from; // the player ID of who the message is from<br>
int to; // the player ID of who the message is for<br>
bz_eTeamType team; // The team the message is to, if a team message<br>
bzApiString message; // the message itself<br>
double time; // the time of the message</blockquote>
<p class="Code">}</p>
</td>
</tr>
<tr>
<td>This event is called whenever the server is asked to deliver a chat message.
This includes private messages, team messages, and general chat. ANYTHING that
is not a / command goes in here. The plugin CAN change the chat message before
it is sent. This can allow for a plugin to filter chat text or insert
additional text. If the plugin clears the message text, then the chat message
will not be sent. The text sent to this plugin may have been filtered by
another plugin first. If the chat is to all players to will be set to the
define BZ_ALLUSERS and the team field will be set to eNoTeam, If the chat is to
the admin channel or a team then the to field will be set to BZ_NULLUSER and
the team will be set to the appropriate team ( admin channel is a fake team )</td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
<br>
<br>
<table bgcolor="#dddddd" border="1">
<tbody>
<tr>
<td align="left" valign="top">
<table border="0" cellpadding="2" cellspacing="2">
<tbody>
<tr>
<td><span class="Code">bz_eUnknownSlashCommand</span>
provides the following data</td>
</tr>
<tr>
<td><span class="Code">bz_UnknownSlashCommandEventData<br>
{<br>
</span>
<blockquote class="Code"> int from; // the ID of the player who sent the command<br>
bool handled; // flag that tells if the command was handled.<br>
// if the plugin handles this command it must<br>
// set this value to true before it returns<br>
bzApiString message; // the command itself<br>
double time; // the time the command was issued</blockquote>
<p class="Code">}</p>
</td>
</tr>
<tr>
<td>This event is called when a user attempts to use a / command that does not
exist. It is not very useful for anything other then error reporting. If you
wish to install your own custom / command then it's recommended that you use
the customSlashCommand functions.</td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
<br>
<br>
<table bgcolor="#dddddd" border="1">
<tbody>
<tr>
<td align="left" valign="top">
<table border="0" cellpadding="2" cellspacing="2">
<tbody>
<tr>
<td><span class="Code">bz_eGetPlayerSpawnPosEvent</span>
provides the following data</td>
</tr>
<tr>
<td><span class="Code">bz_GetPlayerSpawnPosEventData<br>
{<br>
</span>
<blockquote class="Code"> int playerID; // the player ID of who needs to be spawned<br>
bool handled; // if the action has been/will be handled<br>
float pos[3]; // the proposed spawn position<br>
float rot; // the proposed spawn rotation<br>
double time; // the time of the request</blockquote>
<p class="Code">}</p>
</td>
</tr>
<tr>
<td>This event is called when ever a player spawn position is needed. The standard
spawn position will be set in the pos and rot fields. The plugin may modify or
set new spawn data if it wishes to. This can allow a plugin to do its own spawn
calculations. The position may have been modified by another plugin first if
multiple plugins are handling the event. If so the "handled" field should be
true. If your plugin modifies the spawn data it too should set the "handled"
bit to true.
</td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
<br>
<br>
<table bgcolor="#dddddd" border="1">
<tbody>
<tr>
<td align="left" valign="top">
<table border="0" cellpadding="2" cellspacing="2">
<tbody>
<tr>
<td><span class="Code">bz_eAllowPlayer</span>
provides the following data</td>
</tr>
<tr>
<td><span class="Code">bz_AllowPlayerEventData<br>
{<br>
</span>
<blockquote class="Code"> int playerID; // the player ID of the joining player<br>
bzApiString callsign; // the callsign of the player<br>
bzApiString ipAddress; // the IP address the player is connecting from<br>
bzApiString reason; // a reason string with the reason the player is to be
disallowed to join<br>
bool allow; // flag to allow or disallow the player.
<br>
double time; // the time of the request</blockquote>
<p class="Code">}</p>
</td>
</tr>
<tr>
<td>This event is called every time a user joins a server. The server will do its
normal ban/disallow logic then pass the value to the plugin in the allow field.
The plugin can then choose to allow or disallow the player as it sees fit. If the
player is to be disallowed, then please provide a reason.
</td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
<br>
<br>
<table bgcolor="#dddddd" border="1">
<tbody>
<tr>
<td align="left" valign="top">
<table border="0" cellpadding="2" cellspacing="2">
<tbody>
<tr>
<td><span class="Code">bz_eTickEvent</span>
provides the following data</td>
</tr>
<tr>
<td><span class="Code">bz_TickEventData<br>
{<br>
</span>
<blockquote class="Code"> double time; // time of the event.</blockquote>
<p class="Code">}</p>
</td>
</tr>
<tr>
<td>This event is not called due to any user or player interaction. This event is
called automatically by bzfs every time it has completed one of its normal
execution loops. This event is useful when plugins need to perform update
actions, periodic maintenance, or other actions that are not directly tied to a
user event, like checking to see if it is time to start a match. A plugin can
set the maximum allowable time between calls to this event using the function
bz_setMaxWaitTime described below.
</td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
<br>
<br>
<table bgcolor="#dddddd" border="1">
<tbody>
<tr>
<td align="left" valign="top">
<table border="0" cellpadding="2" cellspacing="2">
<tbody>
<tr>
<td><span class="Code">bz_eGenerateWorldEvent</span>
provides the following data</td>
</tr>
<tr>
<td><span class="Code">bz_GenerateWorldEventData <br>
{<br>
</span>
<blockquote class="Code"> bool handled; // flag to set to true if the plugin has
generated the world<br>
bool ctf; // true if the world is a CTF world<br>
double time; // the time of the request</blockquote>
<p class="Code">}</p>
</td>
</tr>
<tr>
<td>This event is called by bzfs when it begins to build or load the world. The
event is called BEFORE any map file is loaded. If the plugin wishes to define
the world, it must call any world creation functions during this event, and
then set the handled flag to true. If the plugin generates the world, then bzfs
will NOT load the map file, and will NOT generate a random world. Calls to any
world creation functions outside this event will fail.</td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
<br>
<br>
<table bgcolor="#dddddd" border="1">
<tbody>
<tr>
<td align="left" valign="top">
<table border="0" cellpadding="2" cellspacing="2">
<tbody>
<tr>
<td><span class="Code">bz_eListServerUpdateEvent</span>
provides the following data</td>
</tr>
<tr>
<td><span class="Code">bz_ListServerUpdateEvent <br>
{<br>
</span>
<blockquote class="Code"> bzApiString address; // the address to be used for the server <br>
bzApiString description; // the description to be used for the server <br>
bzApiString groups; // the groups to be used for the "advertise"
<p> bool handled; // set to true if a plugin has already handled it, set this to true if THIS plugin has handled it <br>
double time; // the time of the request </p>
</blockquote>
<p class="Code">}</p>
</td>
</tr>
<tr>
<td>This event is called by bzfs when it is about to do a list server update. The plugin can change any of the strings and the modified version will be used before the send. This is most useful for making your server "unlist" when you wish to go into private or match mode. Or for updating the description based on changing data. </td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
<br>
<br>
<table bgcolor="#dddddd" border="1">
<tbody>
<tr>
<td align="left" valign="top">
<table border="0" cellpadding="2" cellspacing="2">
<tbody>
<tr>
<td><span class="Code">bz_eBanEvent</span>
provides the following data</td>
</tr>
<tr>
<td><span class="Code">bz_BanEventData <br>
{<br>
</span>
<blockquote class="Code"> int bannerID; // the ID of the player doing the ban <br>
int banneeID; // the ID of the player who is about to be banned <br>
int duration; // the duration of the ban ( in seconds ) <br>
bzApiString ipAddress; // the banned users IP address or range <br>
bzApiString reason; // the reason given for the ban </blockquote>
<p class="Code">}</p>
</td>
</tr>
<tr>
<td>This event is called by bzfs when an admin bans a user. </td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
<br>
<br>
<table bgcolor="#dddddd" border="1">
<tbody>
<tr>
<td align="left" valign="top">
<table border="0" cellpadding="2" cellspacing="2">
<tbody>
<tr>
<td><span class="Code">bz_eHostBanEvent</span>
provides the following data</td>
</tr>
<tr>
<td><span class="Code">bz_HostBanEventData <br>
{<br>
</span>
<blockquote class="Code"> int bannerID; // the person doing the ban <br>
int duration; // the duration of the ban <br>
bzApiString hostPattern; // the mask that was banned <br>
bzApiString reason; // the reason given for the ban </blockquote>
<p class="Code">}</p>
</td>
</tr>
<tr>
<td>This event is called by bzfs when an admin hostbans a user. </td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
<br>
<br>
<table bgcolor="#dddddd" border="1">
<tbody>
<tr>
<td align="left" valign="top">
<table border="0" cellpadding="2" cellspacing="2">
<tbody>
<tr>
<td><span class="Code">bz_eKickEvent</span>
provides the following data</td>
</tr>
<tr>
<td><span class="Code">bz_KickEventData <br>
{<br>
</span>
<blockquote class="Code"> int kickerID; // the person doing the kick <br>
int kickedID; // the person being kicked <br>
bzApiString reason; // the reason given for the kick</blockquote>
<p class="Code">}</p>
</td>
</tr>
<tr>
<td>This event is called by bzfs when an admin kicks a user from the server. </td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
<br>
<br>
<table bgcolor="#dddddd" border="1">
<tbody>
<tr>
<td align="left" valign="top">
<table border="0" cellpadding="2" cellspacing="2">
<tbody>
<tr>
<td><span class="Code">bz_eKillEvent</span>
provides the following data</td>
</tr>
<tr>
<td><span class="Code">bz_KillEventData <br>
{<br>
</span>
<blockquote class="Code"> int killerID; // the person doing the kill command <br>
int killedID; // the person being killed <br>
bzApiString reason; // the reason given for the kill </blockquote>
<p class="Code">}</p>
</td>
</tr>
<tr>
<td>This event is called by bzfs when an admin uses the /kill command. </td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
<br>
<br>
<table bgcolor="#dddddd" border="1">
<tbody>
<tr>
<td align="left" valign="top">
<table border="0" cellpadding="2" cellspacing="2">
<tbody>
<tr>
<td><span class="Code">bz_ePlayerPausedEvent</span>
provides the following data</td>
</tr>
<tr>
<td><span class="Code">bz_PlayerPausedEventData <br>
{<br>
</span>
<blockquote class="Code"> int player; // the player pausing<br>
double time; // the time of the event </blockquote>
<p class="Code">}</p>
</td>
</tr>
<tr>
<td>This event is called when a user uses the pause function on the client and notifies the server </td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
<br>
<br>
<table bgcolor="#dddddd" border="1">
<tbody>
<tr>
<td align="left" valign="top">
<table border="0" cellpadding="2" cellspacing="2">
<tbody>
<tr>
<td><span class="Code">bz_eMessagFilteredEvent</span>
provides the following data</td>
</tr>
<tr>
<td><span class="Code">bz_MessageFilteredEventData <br>
{<br>
</span>
<blockquote class="Code"> int player; // the player who sent the message <br>
double time; // the time the message was sent <br>
<br>
bzApiString rawMessage; // the unfiltered message <br>
bzApiString filteredMessage; // the filtered message </blockquote>
<p class="Code">}</p>
</td>
</tr>
<tr>
<td>This event is called when a user sends a chat message that gets changed in the chat filter.</td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
<br>
<br>
<table bgcolor="#dddddd" border="1">
<tbody>
<tr>
<td align="left" valign="top">
<table border="0" cellpadding="2" cellspacing="2">
<tbody>
<tr>
<td><span class="Code">bz_eGameStartEvent AND bz_eGameEndEvent</span>
provide the following data</td>
</tr>
<tr>
<td><span class="Code">bz_GameStartEndEventData <br>
{<br>
</span>
<blockquote class="Code"> double time; // the time that the game was started/ended<br>
double duration; // the duration of the game timer <br> </blockquote>
<p class="Code">}</p>
</td>
</tr>
<tr>
<td>These events are called when a game timer starts or ends.</td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
<br>
<br>
<table bgcolor="#dddddd" border="1">
<tbody>
<tr>
<td align="left" valign="top">
<table border="0" cellpadding="2" cellspacing="2">
<tbody>
<tr>
<td><span class="Code">bz_eSlashCommandEvent</span>
provides the following data</td>
</tr>
<tr>
<td><span class="Code">bz_SlashCommandEventData<br>
{<br>
</span>
<blockquote class="Code"> int from; // the ID of the player who sent the command<br>
bzApiString message; // the command itself<br>
double time; // the time the command was issued</blockquote>
<p class="Code">}</p>
</td>
</tr>
<tr>
<td>This event is called for any user entered server command. The command text is unprocessed and not checked as a valid command when this event occurs.</td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
<br>
<br>
<table bgcolor="#dddddd" border="1">
<tbody>
<tr>
<td align="left" valign="top">
<table border="0" cellpadding="2" cellspacing="2">
<tbody>
<tr>
<td><span class="Code">bz_ePlayerAuthEvent</span>
provides the following data</td>
</tr>
<tr>
<td><span class="Code">bz_PlayerAuthEventData<br>
{<br>
</span>
<blockquote class="Code"> int playerID; // the ID of the player whose authentication status changed</blockquote>
<p class="Code">}</p>
</td>
</tr>
<tr>
<td>This event is called when a player manually identifies to the server or issues the server password.</td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
<br>
<br>
<table bgcolor="#dddddd" border="1">
<tbody>
<tr>
<td align="left" valign="top">
<table border="0" cellpadding="2" cellspacing="2">
<tbody>
<tr>
<td><span class="Code">bz_eServerMsgEvent</span>
provides the following data</td>
</tr>
<tr>
<td><span class="Code">bz_ServerMsgEventData<br>
{<br>
</span>
<blockquote class="Code"> int to; // the player ID the message is sent to<br>
bz_eTeamType team; // The team the message is to, if a team message<br>
bzApiString message; // the text of the message<br>
double time; // the time of the message</blockquote>
<p class="Code">}</p>
</td>
</tr>
<tr>
<td>This event is called whenever the server issues a message.
The message can be to a specific player, team, or a general broadcast.
If the server message is to all players to will be set to the
define BZ_ALLUSERS and the team field will be set to eNoTeam, If the server message is to
the admin channel or a team then the to field will be set to BZ_NULLUSER and
the team will be set to the appropriate team ( admin channel is a fake team )
The plugin cannot change the contents of the message.
This event is mainly useful for logging.</td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
<br>
</td>
</tr>
<tr>
<td>
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<td cellpadding="2" bgcolor="#000000">
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<td align="right">
<span class="copyright">copyright
<a href="http://www.bzflag.org/wiki/CurrentMaintainer">CurrentMaintainer</a>
1993-2006 </span>
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<tr>
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<td align="center">
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border="0" height="32" width="88"> </a><a href="http://www.linuxgames.com/">
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