L L4D2node

_Unwind_RaiseException_Phase2

0x0029d4e0 · 189 bytes · unknown

Decompiled

undefined (0 params)

/* WARNING: Function: __x86.get_pc_thunk.bx replaced with injection: get_pc_thunk_bx */

undefined4 _Unwind_RaiseException_Phase2(void)

{
  undefined4 *in_EAX;
  int iVar1;
  int in_EDX;
  uint uVar2;
  code *local_34;
  
  do {
    iVar1 = uw_frame_state_for();
    uVar2 = (uint)(in_EAX[4] == *(int *)(in_EDX + 0x48) + (*(int *)(in_EDX + 0x60) >> 0x1f));
    if (iVar1 != 0) {
      return 2;
    }
    if (local_34 != (code *)0x0) {
      iVar1 = (*local_34)(1,uVar2 << 2 | 2,*in_EAX,in_EAX[1]);
      if (iVar1 == 7) {
        return 7;
      }
      if (iVar1 != 8) {
        return 2;
      }
    }
    if (uVar2 != 0) {
                    /* WARNING: Subroutine does not return */
      abort();
    }
    uw_update_context();
  } while( true );
}

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.



        
        

⚠ This function has no mangled symbol — it may be internal/static. The Linux gamedata field uses @-prefix symbol resolution which requires an exported mangled name. You'll need a Linux byte signature for this one (extract via extract_signature.java).


          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)