_Unwind_RaiseException_Phase2
0x00bf6da0 · 189 bytes · unknown
Decompiled
undefined (0 params)
/* WARNING: Function: __x86.get_pc_thunk.bx replaced with injection: get_pc_thunk_bx */
undefined4 _Unwind_RaiseException_Phase2(void)
{
undefined4 *in_EAX;
int iVar1;
int in_EDX;
uint uVar2;
code *local_34;
do {
iVar1 = uw_frame_state_for();
uVar2 = (uint)(in_EAX[4] == *(int *)(in_EDX + 0x48) + (*(int *)(in_EDX + 0x60) >> 0x1f));
if (iVar1 != 0) {
return 2;
}
if (local_34 != (code *)0x0) {
iVar1 = (*local_34)(1,uVar2 << 2 | 2,*in_EAX,in_EAX[1]);
if (iVar1 == 7) {
return 7;
}
if (iVar1 != 8) {
return 2;
}
}
if (uVar2 != 0) {
/* WARNING: Subroutine does not return */
abort();
}
uw_update_context();
} while( true );
}
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.