L L4D2node

uw_update_context

0x00bf6d30 · 95 bytes · unknown

Decompiled

undefined (0 params)

/* WARNING: Function: __x86.get_pc_thunk.bx replaced with injection: get_pc_thunk_bx */

void uw_update_context(void)

{
  int iVar1;
  int in_EAX;
  undefined4 *puVar2;
  int in_EDX;
  
  uw_update_context_1();
  iVar1 = *(int *)(in_EDX + 0xb4);
  if (*(int *)(in_EDX + 4 + iVar1 * 8) == 6) {
    *(undefined4 *)(in_EAX + 0x4c) = 0;
    return;
  }
  if (iVar1 < 0x12) {
    puVar2 = *(undefined4 **)(in_EAX + iVar1 * 4);
    if (((*(byte *)(in_EAX + 99) & 0x40) == 0) || (*(char *)(in_EAX + 0x6c + iVar1) == '\0')) {
      if ((&dwarf_reg_size_table)[iVar1] != '\x04') goto LAB_00bf6d76;
      puVar2 = (undefined4 *)*puVar2;
    }
    *(undefined4 **)(in_EAX + 0x4c) = puVar2;
    return;
  }
LAB_00bf6d76:
                    /* WARNING: Subroutine does not return */
  abort();
}

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)