L L4D2node

Q_IsMeanSpaceW

0x0025dca0 · 111 bytes · __cdecl

_Z14Q_IsMeanSpaceWw

Decompiled

undefined (1 param)

/* Q_IsMeanSpaceW(wchar_t) */

undefined4 Q_IsMeanSpaceW(wchar_t param_1)

{
  uint uVar1;
  
  if (param_1 < L'\x200f') {
    if (L'῿' < param_1) {
      return 1;
    }
    if (param_1 == L'\xa0') {
      return 1;
    }
    if (L'\xa0' < param_1) {
      if (param_1 == L'͏') {
        return 1;
      }
      return 0;
    }
    uVar1 = param_1 + L'\xffffff7e';
  }
  else {
    if (param_1 == L'\x202f') {
      return 1;
    }
    if (L'\x202f' < param_1) {
      if (param_1 == L'\xfeff') {
        return 1;
      }
      if (param_1 != L'') {
        if (param_1 != L'\x2060') {
          return 0;
        }
        return 1;
      }
      return 1;
    }
    uVar1 = param_1 + L'\xffffdfd8';
  }
  if (uVar1 < 2) {
    return 1;
  }
  return 0;
}

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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)