L L4D2node

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 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)