_Unwind_ForcedUnwind
0x0029dbf0 · 169 bytes · unknown
Decompiled
undefined (0 params)
int _Unwind_ForcedUnwind(int param_1,undefined4 param_2,undefined4 param_3)
{
int iVar1;
undefined4 *puVar2;
undefined4 *puVar3;
byte bVar4;
undefined4 local_11c [32];
undefined4 local_9c [18];
undefined4 local_54;
undefined4 local_50;
int local_18;
bVar4 = 0;
uw_init_context_1();
puVar2 = local_11c;
puVar3 = local_9c;
for (iVar1 = 0x20; iVar1 != 0; iVar1 = iVar1 + -1) {
*puVar3 = *puVar2;
puVar2 = puVar2 + (uint)bVar4 * -2 + 1;
puVar3 = puVar3 + (uint)bVar4 * -2 + 1;
}
*(undefined4 *)(param_1 + 0xc) = param_2;
*(undefined4 *)(param_1 + 0x10) = param_3;
iVar1 = _Unwind_ForcedUnwind_Phase2();
if (iVar1 != 7) {
return iVar1;
}
iVar1 = uw_install_context_1();
_Unwind_DebugHook(local_54,local_50);
*(undefined4 *)(&stack0x00000000 + iVar1) = local_50;
return local_18;
}
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.