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// shockwaveDeath.cpp : Defines the entry point for the DLL application.
//
#include "bzfsAPI.h"
// event handler callback
class SWDeathHandler : public bz_Plugin
{
public:
virtual const char* Name ()
{
return "Shockwave Death";
}
virtual void Init(const char* config);
virtual void Event(bz_EventData *eventData);
};
BZ_PLUGIN(SWDeathHandler)
void SWDeathHandler::Init( const char* /*commandLine*/ )
{
bz_debugMessage(4,"shockwaveDeath plugin loaded");
// Register our event
Register(bz_ePlayerDieEvent);
}
void SWDeathHandler::Event ( bz_EventData *eventData )
{
// We only handle the player death event, so bail out otherwise
if (eventData->eventType != bz_ePlayerDieEvent)
return;
// Cast our event data so we can access the death position
bz_PlayerDieEventData_V1 *dieData = (bz_PlayerDieEventData_V1*)eventData;
// Fire a shockwave where the player died
float vector[3] = {0, 0, 0};
bz_fireServerShot("SW", dieData->state.pos, vector);
}
// Local Variables: ***
// mode: C++ ***
// tab-width: 4 ***
// c-basic-offset: 4 ***
// indent-tabs-mode: nil ***
// End: ***
// ex: shiftwidth=4 tabstop=4
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