L L4D2node

__register_frame_info_bases

0x00bf8e80 · 145 bytes · unknown

Decompiled

undefined (0 params)

/* WARNING: Function: __x86.get_pc_thunk.bx replaced with injection: get_pc_thunk_bx */
/* WARNING: Removing unreachable block (ram,0x00bf8f00) */

void __register_frame_info_bases
               (int *param_1,undefined4 *param_2,undefined4 param_3,undefined4 param_4)

{
  undefined4 *puVar1;
  
  if ((param_1 != (int *)0x0) && (*param_1 != 0)) {
    param_2[3] = param_1;
    param_2[4] = 0;
    *param_2 = 0xffffffff;
    param_2[1] = param_3;
    *(undefined2 *)(param_2 + 4) = 0x7f8;
    param_2[2] = param_4;
    pthread_mutex_lock((pthread_mutex_t *)object_mutex);
    puVar1 = unseen_objects;
    unseen_objects = param_2;
    param_2[5] = puVar1;
    pthread_mutex_unlock((pthread_mutex_t *)object_mutex);
  }
  return;
}

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)