L L4D2node

_Unwind_ForcedUnwind

0x000adc80 · 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 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)