Skip to Content

bz_eAllowServerShotFiredEvent

This event is called before a world weapon is fired. This event can disallow a world weapon from firing and it can change the shot type, similar to bz_eShotFiredEvent.

Data Object Type

2.4.14 bz_AllowServerShotFiredEventData_V1

Parameters

These are the values accessible in the bz_EventData variable that's made available in the Event method.

Data Type Name Description
bool allow

True to allow a server shot to be fired

bool changed

Set this to true if you'd like to change the flagType of the server shot

bz_ApiString flagType

The flag abbreviation of the shot type that was fired

float speed

The speed of the shot fired

float[3] pos

The position of where the shot was fired (x, y, z coordinates)

float[3] velocity

The vector of the shot's direction multiplied by the shot's speed

bz_eTeamType team

The team this shot belongs to

double eventTime

This value is the local server time of the event.

Plug-in Usage

There are no plug-ins in the official distribution that make use of this event. Browse the Plug-in Releases forum for plug-ins which may make use of this event.

Plug-in Example

This block of code can be used to get started when implementing the Event() function of your plug-in.

bz_AllowServerShotFiredEventData_V1* dataObject = (bz_AllowServerShotFiredEventData_V1*)eventData;

// Data
// ---
// (bool)         allow - True to allow a server shot to be fired
// (bool)         changed - Set this to true if you'd like to change the `flagType` of the server shot
// (bz_ApiString) flagType - The flag abbreviation of the shot type that was fired
// (float)        speed - The speed of the shot fired
// (float[3])     pos - The position of where the shot was fired (x, y, z coordinates)
// (float[3])     velocity - The vector of the shot's direction multiplied by the shot's speed
// (bz_eTeamType) team - The team this shot belongs to
// (double)       eventTime - This value is the local server time of the event.

Other Shots Events

Back to bzfs API Events

This content is maintained on GitHub. We welcome any feedback and improvements!

Give us Feedback Edit this Page