Ok, so under __SCRIPTLIBRARY_ENUMERATIONS
Code:
//////////////////////////////////////////////////////////////////////////
// Functions
enum hs_function_enumeration : int16 {
     //_hs_function_null,

     _hs_function_volume_test_player_team,
     _hs_function_volume_test_player_team_all,
     _hs_function_player_team_teleport,
     _hs_function_player_team_players,
     
     //PostProcessing//////////////
     _hs_function_pp_load,
     _hs_function_pp_unload,
     _hs_function_pp_set_effect_active,
     //PostProcessing//////////////

// debug functions
#ifdef API_DEBUG
     _hs_function_test_networking,
#endif
     k_hs_function_enumeration_count,
};


under __SCRIPTLIBRARY_DECLARATIONS
Code:
//////////////////////////////////////////////////////////////////////////
// Functions
//DECLARE_HS_FUNCTION(null);

DECLARE_HS_FUNCTION_WITH_PARAMS(volume_test_player_team);
DECLARE_HS_FUNCTION_WITH_PARAMS(volume_test_player_team_all);
DECLARE_HS_FUNCTION_WITH_PARAMS(player_team_teleport);
DECLARE_HS_FUNCTION_WITH_PARAMS(player_team_players);

//PostProcessing//////////////
DECLARE_HS_FUNCTION(pp_load);
DECLARE_HS_FUNCTION(pp_unload);
DECLARE_HS_FUNCTION(pp_set_effect_active);
//PostProcessing//////////////

// debug functions
#ifdef API_DEBUG
DECLARE_HS_FUNCTION(test_networking);
#endif


under __SCRIPTLIBRARY_DEFINITIONS
Code:
//////////////////////////////////////////////////////////////////////////
// Functions
//HS_FUNCTION(null, void, "", "");

HS_FUNCTION_WITH_PARAMS(volume_test_player_team, bool, "returns true if any players of the specified team are within the specified volume.", "<volume> <team-index>", 2,
    HS_TYPE(trigger_volume),
    HS_TYPE(short)
);
HS_FUNCTION_WITH_PARAMS(volume_test_player_team_all, bool, "returns true if all players of the specified team are within the specified volume.", "<volume> <team-index>", 2,
    HS_TYPE(trigger_volume),
    HS_TYPE(short)
);
HS_FUNCTION_WITH_PARAMS(player_team_teleport, void, "moves the specified team to the specified flag.", "<team-index> <cutscene-flag>", 1,
    HS_TYPE(short),
    HS_TYPE(cutscene_flag)
);
HS_FUNCTION_WITH_PARAMS(player_team_players, object_list, "returns a list of players on the specified team", "<team-index>", 1,
    HS_TYPE(short)
);

//PostProcessing//////////////
HS_FUNCTION(pp_load, void, "loads post processing");
HS_FUNCTION(pp_unload, void, "unloads post processing");
HS_FUNCTION_WITH_PARAMS(pp_set_effect_active, void, "instantly set an effect to on or off", "<effect-index>", 1,
    HS_TYPE(short)
);
//PostProcessing//////////////

// debug functions
#ifdef API_DEBUG
    HS_FUNCTION(test_networking, void, "");
#endif


and under __SCRIPTLIBRARY_DEFINITION_LISTING
Code:
//////////////////////////////////////////////////////////////////////////
// Functions
static hs_function_definition* hs_yelo_functions[] = {
    //&GET_HS_FUNCTION(null),
    &GET_HS_FUNCTION(volume_test_player_team),
    &GET_HS_FUNCTION(volume_test_player_team_all),
    &GET_HS_FUNCTION(player_team_teleport),
    &GET_HS_FUNCTION(player_team_players),

    //PostProcessing//////////////
    &GET_HS_FUNCTION(pp_load),
    &GET_HS_FUNCTION(pp_unload),
    &GET_HS_FUNCTION(pp_set_effect_active),
    //PostProcessing//////////////
    // debug functions
#ifdef API_DEBUG
    &GET_HS_FUNCTION(test_networking),
#endif
};


then InitializeLibrary and the function delegate
Code:
void InitializeLibrary()
{
    //GET_HS_FUNCTION(null).evaluate = (hs_evaluate_proc)GET_FUNC_VPTR(HS_NULL_EVALUTE);

    // Come back later please...under construction
    NullifyScriptFunctionWithParams( GET_HS_FUNCTION(volume_test_player_team) );
    NullifyScriptFunctionWithParams( GET_HS_FUNCTION(volume_test_player_team_all) );
    NullifyScriptFunctionWithParams( GET_HS_FUNCTION(player_team_teleport) );
    NullifyScriptFunctionWithParams( GET_HS_FUNCTION(player_team_players) );

#ifdef API_DEBUG

    #ifndef YELO_NO_NETWORK
    InitializeScriptFunction(Enums::_hs_function_test_networking, MessageDeltas::TestToNetwork);
    #else
    NullifyScriptFunction( GET_HS_FUNCTION(test_networking) );
    #endif

#endif
    MemoryUpgradesInitialize();

    InitializeCreateScriptFunction();
        
    InitializeScriptFunction(Enums::_hs_function_pp_load, Yelo::PostProcessing::HS_Load);
    InitializeScriptFunction(Enums::_hs_function_pp_unload, Yelo::PostProcessing::HS_Unload);
    InitializeScriptFunctionWithParams(Enums::_hs_function_pp_set_effect_active, Yelo::PostProcessing::HS_SetEffectActiveEvaluate);

    AllowFullAccess(true);
}

void*        HS_SetEffectActiveEvaluate(void** arguments)
{
    struct s_arguments {
        int16 index;
    }* args = CAST_PTR(s_arguments*, arguments);
    return NULL;
}


Set up like this, pp_unload and pp_load work as expected, but pp_set_effect_active exceptions without reaching HS_SetEffectActiveEvaluate.