L L4D2node

_Unwind_Backtrace

0x000aded0 · 141 bytes · unknown

Decompiled

undefined (0 params)

undefined4 _Unwind_Backtrace(code *param_1,undefined4 param_2)

{
  int iVar1;
  int iVar2;
  undefined1 local_14c [320];
  
  uw_init_context_1();
  while (((iVar2 = uw_frame_state_for(), iVar2 == 5 || (iVar2 == 0)) &&
         (iVar1 = (*param_1)(local_14c,param_2), iVar1 == 0))) {
    if (iVar2 == 5) {
      return 5;
    }
    uw_update_context();
  }
  return 3;
}

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)