CUtlPriorityQueue<GCSDK::CJobMgr::JobSleeping_t,CDefUtlPriorityQueueLessFunc<GCSDK::CJobMgr::JobSleeping_t>,CUtlMemory<GCSDK::CJobMgr::JobSleeping_t,int>>::Swap
0x00063230 · 152 bytes · __thiscall
_ZN17CUtlPriorityQueueIN5GCSDK7CJobMgr13JobSleeping_tE28CDefUtlPriorityQueueLessFuncIS2_E10CUtlMemoryIS2_iEE4SwapEii
Decompiled
undefined (3 params)
/* CUtlPriorityQueue<GCSDK::CJobMgr::JobSleeping_t,
CDefUtlPriorityQueueLessFunc<GCSDK::CJobMgr::JobSleeping_t>,
CUtlMemory<GCSDK::CJobMgr::JobSleeping_t, int> >::Swap(int, int) */
void __thiscall
CUtlPriorityQueue<GCSDK::CJobMgr::JobSleeping_t,CDefUtlPriorityQueueLessFunc<GCSDK::CJobMgr::JobSleeping_t>,CUtlMemory<GCSDK::CJobMgr::JobSleeping_t,int>>
::Swap(CUtlPriorityQueue<GCSDK::CJobMgr::JobSleeping_t,CDefUtlPriorityQueueLessFunc<GCSDK::CJobMgr::JobSleeping_t>,CUtlMemory<GCSDK::CJobMgr::JobSleeping_t,int>>
*this,int param_1,int param_2)
{
int iVar1;
undefined4 uVar2;
undefined4 uVar3;
undefined4 uVar4;
undefined4 uVar5;
undefined4 uVar6;
undefined4 uVar7;
int iVar8;
undefined4 *puVar9;
iVar1 = *(int *)this;
iVar8 = param_2 * 0x18;
puVar9 = (undefined4 *)(iVar1 + param_1 * 0x18);
uVar2 = puVar9[1];
uVar3 = *puVar9;
uVar4 = puVar9[3];
uVar5 = puVar9[2];
uVar6 = puVar9[5];
uVar7 = puVar9[4];
*puVar9 = *(undefined4 *)(iVar1 + iVar8);
puVar9[1] = *(undefined4 *)(iVar1 + 4 + iVar8);
puVar9[2] = *(undefined4 *)(iVar1 + 8 + iVar8);
puVar9[3] = *(undefined4 *)(iVar1 + 0xc + iVar8);
puVar9[4] = *(undefined4 *)(iVar1 + 0x10 + iVar8);
puVar9[5] = *(undefined4 *)(iVar1 + 0x14 + iVar8);
puVar9 = (undefined4 *)(iVar8 + *(int *)this);
*puVar9 = uVar3;
puVar9[1] = uVar2;
puVar9[2] = uVar5;
puVar9[4] = uVar7;
puVar9[3] = uVar4;
puVar9[5] = uVar6;
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.