_Unwind_ForcedUnwind_Phase2
0x0029d5b0 · 318 bytes · unknown
Decompiled
undefined (0 params)
undefined4 _Unwind_ForcedUnwind_Phase2(void)
{
code *pcVar1;
undefined4 *in_EAX;
int iVar2;
bool bVar3;
code *local_24;
pcVar1 = (code *)in_EAX[3];
iVar2 = uw_frame_state_for();
if (iVar2 != 5) goto LAB_0029d683;
iVar2 = 5;
do {
if (iVar2 == 5) {
iVar2 = (*pcVar1)(1,0x1a,*in_EAX,in_EAX[1]);
if (iVar2 != 0) {
return 2;
}
return 5;
}
iVar2 = (*pcVar1)(1,10,*in_EAX,in_EAX[1]);
if (iVar2 != 0) {
return 2;
}
if (local_24 != (code *)0x0) {
iVar2 = (*local_24)(1,10,*in_EAX,in_EAX[1]);
if (iVar2 == 7) {
return 7;
}
if (iVar2 != 8) {
return 2;
}
}
uw_update_context();
iVar2 = uw_frame_state_for();
if (iVar2 != 5) {
LAB_0029d683:
bVar3 = iVar2 != 0;
iVar2 = 0;
if (bVar3) {
return 2;
}
}
} while( true );
}
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.
⚠ 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.