L L4D2node

CUtlPriorityQueue<CPhysSaveRestoreBlockHandler::QueuedItem_t,CDefUtlPriorityQueueLessFunc<CPhysSaveRestoreBlockHandler::QueuedItem_t>,CUtlMemory<CPhysSaveRestoreBlockHandler::QueuedItem_t,int>>::Swap

0x00481c20 · 303 bytes · __thiscall

_ZN17CUtlPriorityQueueIN28CPhysSaveRestoreBlockHandler12QueuedItem_tE28CDefUtlPriorityQueueLessFuncIS1_E10CUtlMemoryIS1_iEE4SwapEii

Decompiled

undefined (3 params)

/* CUtlPriorityQueue<CPhysSaveRestoreBlockHandler::QueuedItem_t,
   CDefUtlPriorityQueueLessFunc<CPhysSaveRestoreBlockHandler::QueuedItem_t>,
   CUtlMemory<CPhysSaveRestoreBlockHandler::QueuedItem_t, int> >::Swap(int, int) */

void __thiscall
CUtlPriorityQueue<CPhysSaveRestoreBlockHandler::QueuedItem_t,CDefUtlPriorityQueueLessFunc<CPhysSaveRestoreBlockHandler::QueuedItem_t>,CUtlMemory<CPhysSaveRestoreBlockHandler::QueuedItem_t,int>>
::Swap(CUtlPriorityQueue<CPhysSaveRestoreBlockHandler::QueuedItem_t,CDefUtlPriorityQueueLessFunc<CPhysSaveRestoreBlockHandler::QueuedItem_t>,CUtlMemory<CPhysSaveRestoreBlockHandler::QueuedItem_t,int>>
       *this,int param_1,int param_2)

{
  undefined4 uVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  undefined4 uVar4;
  undefined4 uVar5;
  undefined4 uVar6;
  undefined4 uVar7;
  undefined4 uVar8;
  undefined4 uVar9;
  undefined4 uVar10;
  undefined4 uVar11;
  undefined4 uVar12;
  undefined4 uVar13;
  undefined4 uVar14;
  undefined4 *puVar15;
  undefined4 *puVar16;
  
  puVar15 = (undefined4 *)(param_1 * 0x38 + *(int *)this);
  uVar8 = puVar15[2];
  uVar9 = *puVar15;
  uVar10 = puVar15[1];
  uVar1 = puVar15[5];
  uVar11 = puVar15[3];
  uVar12 = puVar15[4];
  uVar2 = puVar15[6];
  uVar3 = puVar15[7];
  uVar4 = puVar15[8];
  uVar13 = puVar15[0xd];
  puVar16 = (undefined4 *)(*(int *)this + param_2 * 0x38);
  uVar14 = puVar15[0xc];
  uVar5 = puVar15[9];
  uVar6 = puVar15[10];
  uVar7 = puVar15[0xb];
  *puVar15 = *puVar16;
  puVar15[1] = puVar16[1];
  puVar15[2] = puVar16[2];
  puVar15[3] = puVar16[3];
  puVar15[4] = puVar16[4];
  puVar15[5] = puVar16[5];
  puVar15[6] = puVar16[6];
  puVar15[7] = puVar16[7];
  puVar15[8] = puVar16[8];
  puVar15[9] = puVar16[9];
  puVar15[10] = puVar16[10];
  puVar15[0xb] = puVar16[0xb];
  puVar15[0xc] = puVar16[0xc];
  puVar15[0xd] = puVar16[0xd];
  puVar15 = (undefined4 *)(param_2 * 0x38 + *(int *)this);
  *puVar15 = uVar9;
  puVar15[1] = uVar10;
  puVar15[2] = uVar8;
  puVar15[3] = uVar11;
  puVar15[4] = uVar12;
  puVar15[5] = uVar1;
  puVar15[6] = uVar2;
  puVar15[7] = uVar3;
  puVar15[8] = uVar4;
  puVar15[9] = uVar5;
  puVar15[10] = uVar6;
  puVar15[0xb] = uVar7;
  puVar15[0xc] = uVar14;
  puVar15[0xd] = uVar13;
  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)