L L4D2node

_Unwind_RaiseException

0x00bf7340 · 351 bytes · unknown

Decompiled

undefined (0 params)

int _Unwind_RaiseException(undefined4 *param_1)

{
  int iVar1;
  undefined4 *puVar2;
  undefined4 *puVar3;
  byte bVar4;
  undefined4 local_1dc [32];
  undefined4 local_15c [18];
  int local_114;
  undefined4 local_110;
  int local_fc;
  code *local_34;
  int local_18;
  
  bVar4 = 0;
  uw_init_context_1();
  puVar2 = local_1dc;
  puVar3 = local_15c;
  for (iVar1 = 0x20; iVar1 != 0; iVar1 = iVar1 + -1) {
    *puVar3 = *puVar2;
    puVar2 = puVar2 + (uint)bVar4 * -2 + 1;
    puVar3 = puVar3 + (uint)bVar4 * -2 + 1;
  }
  while( true ) {
    iVar1 = uw_frame_state_for();
    if (iVar1 == 5) {
      return 5;
    }
    if (iVar1 != 0) break;
    if (local_34 != (code *)0x0) {
      iVar1 = (*local_34)(1,1,*param_1,param_1[1],param_1,local_15c);
      if (iVar1 == 6) {
        param_1[3] = 0;
        puVar2 = local_1dc;
        puVar3 = local_15c;
        for (iVar1 = 0x20; iVar1 != 0; iVar1 = iVar1 + -1) {
          *puVar3 = *puVar2;
          puVar2 = puVar2 + (uint)bVar4 * -2 + 1;
          puVar3 = puVar3 + (uint)bVar4 * -2 + 1;
        }
        param_1[4] = local_114 + (local_fc >> 0x1f);
        iVar1 = _Unwind_RaiseException_Phase2();
        if (iVar1 != 7) {
          return iVar1;
        }
        iVar1 = uw_install_context_1();
        _Unwind_DebugHook(local_114,local_110);
        *(undefined4 *)(&stack0x00000000 + iVar1) = local_110;
        return local_18;
      }
      if (iVar1 != 8) {
        return 3;
      }
    }
    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)