swaplines:
Swap lines just changes the order of lines.
It's paragraph taking like putting in a the and words random locations.
Before (pre-compilation)
Code:
[swaplines]
ClientFactory = (CreateInterfaceFn)GetProcAddress(GetModuleHandle("client.dll"), "CreateInterface");
EngineFactory = (CreateInterfaceFn)GetProcAddress(GetModuleHandle("engine.dll"), "CreateInterface");
VGUIFactory = (CreateInterfaceFn)GetProcAddress(GetModuleHandle("vgui2.dll"), "CreateInterface");
VGUIMatFactory = (CreateInterfaceFn)GetProcAddress(GetModuleHandle("vguimatsurface.dll"), "CreateInterface");
CvarFactory = (CreateInterfaceFn)GetProcAddress(GetModuleHandle("vstdlib.dll"), "CreateInterface");
[/swaplines]
After (post-compilation)
Code:
VGUIMatFactory = (CreateInterfaceFn)GetProcAddress(GetModuleHandle("vguimatsurface.dll"), "CreateInterface");
EngineFactory = (CreateInterfaceFn)GetProcAddress(GetModuleHandle("engine.dll"), "CreateInterface");
ClientFactory = (CreateInterfaceFn)GetProcAddress(GetModuleHandle("client.dll"), "CreateInterface");
CvarFactory = (CreateInterfaceFn)GetProcAddress(GetModuleHandle("vstdlib.dll"), "CreateInterface");
VGUIFactory = (CreateInterfaceFn)GetProcAddress(GetModuleHandle("vgui2.dll"), "CreateInterface");
swap_blocks/block:
Swap blocks does the same thing as swap lines, just with large amounts of code.
You can even combine the two for swapception.
Inside your swap blocks tags, you have to define the regions of code that are blocks:
Code:
[swap_blocks]
[block]
int cool = 1;
int stuff = 2;
[/block]
[block]
int thanks = 3;
int merccy = 4;
[/block]
[block]
int for = 5;
int making = 6;
[/block]
[block]
int poly = 7;
int loader = 8;
[/block]
[/swap_blocks]
When compiled, PolyLoader would change the positions of these so they weren't in order like I had them.
It's book taking like putting in a the and paragraphs random locations.