//somewhere at the top of main.c
MATERIAL* ScreenShaking_mat = { effect = "shake.fx"; }
VIEW* camShake = { material = ScreenShaking_mat; flags = CHILD|PROCESS_TARGET; }
//just after level load in main() in main.c
...
level_load("tryintankin.wmb");
ScreenShaking_mat.skill1 = ScreenShaking_mat.skill2 = 0;
camera.stage = camShake; // enable postprocessing for the camera view
wait(2);
...
//in your fire_weapons() function (same sort of thin in fire_turrmg too)
...
effect(effect_gunfire,88, muzzle, temp);
ScreenShaking_mat.skill1 = floatv(5); //duration of shake_cycles
ScreenShaking_mat.skill2 = floatv(0.001); //intensity of camera move
wait(-0.5);
ScreenShaking_mat.skill1 = ScreenShaking_mat.skill2 = 0; //and shaking
wait(-4);
...