uw_init_context_1
0x000ad340 · 427 bytes · unknown
Decompiled
undefined (0 params)
/* WARNING: Function: __x86.get_pc_thunk.bx replaced with injection: get_pc_thunk_bx */
void uw_init_context_1(undefined4 param_1)
{
undefined4 *in_EAX;
int iVar1;
uint uVar2;
uint uVar3;
undefined4 *puVar4;
undefined4 *puVar5;
bool bVar6;
undefined4 unaff_retaddr;
undefined1 local_e0 [152];
undefined4 local_48;
undefined4 local_44;
undefined4 local_3c;
bVar6 = ((uint)in_EAX & 1) != 0;
uVar3 = 0x80;
puVar4 = in_EAX;
if (bVar6) {
*(undefined1 *)in_EAX = 0;
puVar4 = (undefined4 *)((int)in_EAX + 1);
uVar3 = 0x7f;
}
puVar5 = puVar4;
if (((uint)puVar4 & 2) != 0) {
puVar5 = (undefined4 *)((int)puVar4 + 2);
*(undefined2 *)puVar4 = 0;
uVar3 = uVar3 - 2;
}
for (uVar2 = uVar3 >> 2; uVar2 != 0; uVar2 = uVar2 - 1) {
*puVar5 = 0;
puVar5 = puVar5 + 1;
}
puVar4 = puVar5;
if ((uVar3 & 2) != 0) {
puVar4 = (undefined4 *)((int)puVar5 + 2);
*(undefined2 *)puVar5 = 0;
}
if (bVar6) {
*(undefined1 *)puVar4 = 0;
}
in_EAX[0x13] = unaff_retaddr;
in_EAX[0x18] = 0x40000000;
iVar1 = uw_frame_state_for();
if (iVar1 == 0) {
iVar1 = pthread_once(&once_regsizes_8792,init_dwarf_reg_size_table);
if ((iVar1 == 0) || (dwarf_reg_size_table != '\0')) {
bVar6 = DAT_000e6ddc == '\x04';
}
else {
DAT_000e6ddc = '\x04';
bVar6 = true;
dwarf_reg_size_table = '\x04';
DAT_000e6dda = 4;
DAT_000e6dd9 = 4;
DAT_000e6ddb = 4;
DAT_000e6dde = 4;
DAT_000e6ddf = 4;
DAT_000e6ddd = 4;
DAT_000e6de3 = 0xc;
DAT_000e6de4 = 0xc;
DAT_000e6de5 = 0xc;
DAT_000e6de6 = 0xc;
DAT_000e6de7 = 0xc;
DAT_000e6de8 = 0xc;
DAT_000e6de1 = 4;
DAT_000e6de0 = 4;
}
if (bVar6) {
if ((*(byte *)((int)in_EAX + 99) & 0x40) != 0) {
*(undefined1 *)(in_EAX + 0x1c) = 0;
}
in_EAX[4] = local_e0;
local_3c = 1;
local_44 = 4;
local_48 = 0;
uw_update_context_1();
in_EAX[0x13] = param_1;
return;
}
}
/* WARNING: Subroutine does not return */
abort();
}
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.