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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.