L L4D2node

_Unwind_ForcedUnwind_Phase2

0x00bf6e70 · 318 bytes · unknown

Decompiled

undefined (0 params)

undefined4 _Unwind_ForcedUnwind_Phase2(void)

{
  code *pcVar1;
  undefined4 *in_EAX;
  int iVar2;
  bool bVar3;
  code *local_24;
  
  pcVar1 = (code *)in_EAX[3];
  iVar2 = uw_frame_state_for();
  if (iVar2 != 5) goto LAB_00bf6f43;
  iVar2 = 5;
  do {
    if (iVar2 == 5) {
      iVar2 = (*pcVar1)(1,0x1a,*in_EAX,in_EAX[1]);
      if (iVar2 != 0) {
        return 2;
      }
      return 5;
    }
    iVar2 = (*pcVar1)(1,10,*in_EAX,in_EAX[1]);
    if (iVar2 != 0) {
      return 2;
    }
    if (local_24 != (code *)0x0) {
      iVar2 = (*local_24)(1,10,*in_EAX,in_EAX[1]);
      if (iVar2 == 7) {
        return 7;
      }
      if (iVar2 != 8) {
        return 2;
      }
    }
    uw_update_context();
    iVar2 = uw_frame_state_for();
    if (iVar2 != 5) {
LAB_00bf6f43:
      bVar3 = iVar2 != 0;
      iVar2 = 0;
      if (bVar3) {
        return 2;
      }
    }
  } while( true );
}

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)