L L4D2node

CC_Shake

0x00689aa0 · 92 bytes · unknown

_Z8CC_Shakev

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* CC_Shake() */

void CC_Shake(void)

{
  int *piVar1;
  undefined4 uVar2;
  
  piVar1 = (int *)UTIL_GetCommandClient();
  if (piVar1 != (int *)0x0) {
    uVar2 = (**(code **)(*piVar1 + 0x288))(piVar1);
    UTIL_ScreenShake(uVar2,0x41c80000,0x43160000,0x3f800000,0x443b8000,0,0,0);
  }
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)