L L4D2node

CUtlBuffer::Swap

0x00262760 · 95 bytes · __thiscall

_ZN10CUtlBuffer4SwapERS_

Decompiled

undefined (2 params)

/* CUtlBuffer::Swap(CUtlBuffer&) */

void __thiscall CUtlBuffer::Swap(CUtlBuffer *this,CUtlBuffer *param_1)

{
  CUtlBuffer CVar1;
  undefined4 uVar2;
  
  uVar2 = *(undefined4 *)(this + 0xc);
  *(undefined4 *)(this + 0xc) = *(undefined4 *)(param_1 + 0xc);
  *(undefined4 *)(param_1 + 0xc) = uVar2;
  uVar2 = *(undefined4 *)(this + 0x10);
  *(undefined4 *)(this + 0x10) = *(undefined4 *)(param_1 + 0x10);
  *(undefined4 *)(param_1 + 0x10) = uVar2;
  uVar2 = *(undefined4 *)(this + 0x1c);
  *(undefined4 *)(this + 0x1c) = *(undefined4 *)(param_1 + 0x1c);
  *(undefined4 *)(param_1 + 0x1c) = uVar2;
  CVar1 = this[0x14];
  this[0x14] = param_1[0x14];
  param_1[0x14] = CVar1;
  uVar2 = *(undefined4 *)(this + 8);
  *(undefined4 *)(this + 8) = *(undefined4 *)(param_1 + 8);
  *(undefined4 *)(param_1 + 8) = uVar2;
  uVar2 = *(undefined4 *)this;
  *(undefined4 *)this = *(undefined4 *)param_1;
  *(undefined4 *)param_1 = uVar2;
  uVar2 = *(undefined4 *)(this + 4);
  *(undefined4 *)(this + 4) = *(undefined4 *)(param_1 + 4);
  *(undefined4 *)(param_1 + 4) = uVar2;
  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)