Script_ScreenShake
0x00b42eb0 · 86 bytes · __cdecl
_ZL18Script_ScreenShakeRK6Vectorffffib
Decompiled
undefined (7 params)
/* Script_ScreenShake(Vector const&, float, float, float, float, int, bool) */
void Script_ScreenShake(Vector *param_1,float param_2,float param_3,float param_4,float param_5,
int param_6,bool param_7)
{
UTIL_ScreenShake(param_1,param_2,param_3,param_4,param_5,param_6,param_7,0);
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.