CUtlBuffer::Swap
0x0004e830 · 68 bytes · __thiscall
_ZN10CUtlBuffer4SwapER10CUtlMemoryIhiE
Decompiled
undefined (2 params)
/* CUtlBuffer::Swap(CUtlMemory<unsigned char, int>&) */
void __thiscall CUtlBuffer::Swap(CUtlBuffer *this,CUtlMemory *param_1)
{
undefined4 uVar1;
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 0x10) = *(undefined4 *)(param_1 + 4);
uVar1 = *(undefined4 *)(param_1 + 4);
this[0x14] = (CUtlBuffer)0x0;
*(undefined4 *)(this + 0x1c) = uVar1;
uVar1 = *(undefined4 *)(this + 8);
*(undefined4 *)(this + 8) = *(undefined4 *)(param_1 + 8);
*(undefined4 *)(param_1 + 8) = uVar1;
uVar1 = *(undefined4 *)this;
*(undefined4 *)this = *(undefined4 *)param_1;
*(undefined4 *)param_1 = uVar1;
uVar1 = *(undefined4 *)(this + 4);
*(undefined4 *)(this + 4) = *(undefined4 *)(param_1 + 4);
*(undefined4 *)(param_1 + 4) = uVar1;
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.