L L4D2node

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 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)