L L4D2node

UTIL_ScreenShakePlayer

0x00b2b7e0 · 193 bytes · __cdecl

_Z22UTIL_ScreenShakePlayerP11CBasePlayerfff14ShakeCommand_t

Decompiled

undefined (5 params)

/* UTIL_ScreenShakePlayer(CBasePlayer*, float, float, float, ShakeCommand_t) */

void UTIL_ScreenShakePlayer
               (CBasePlayer *param_1,float param_2,float param_3,float param_4,int param_5)

{
  undefined **local_2c [8];
  
  if (param_2 <= 0.0) {
    if (param_5 != 1) {
      return;
    }
  }
  else if (param_5 != 1) goto LAB_00b2b80a;
  param_2 = 0.0;
LAB_00b2b80a:
  CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_2c);
  local_2c[0] = &PTR__CSingleUserRecipientFilter_00c08ea8;
                    /* try { // try from 00b2b826 to 00b2b82a has its CatchHandler @ 00b2b8bf */
  CRecipientFilter::AddRecipient((CRecipientFilter *)local_2c,param_1);
                    /* try { // try from 00b2b82e to 00b2b87c has its CatchHandler @ 00b2b8a6 */
  CRecipientFilter::MakeReliable((CRecipientFilter *)local_2c);
  UserMessageBegin((IRecipientFilter *)local_2c,"Shake");
  MessageWriteByte(param_5);
  MessageWriteFloat(param_2);
  MessageWriteFloat(param_3);
  MessageWriteFloat(param_4);
  MessageEnd();
  local_2c[0] = &PTR__CSingleUserRecipientFilter_00c08ea8;
  CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_2c);
  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)