L L4D2node

GCSDK::isspace

0x0008c840 · 39 bytes · __thiscall

_ZN5GCSDK7isspaceEc

Decompiled

undefined (2 params)

/* GCSDK::isspace(char) */

uint __thiscall GCSDK::isspace(GCSDK *this,char param_1)

{
  undefined4 in_EAX;
  char cVar1;
  
  cVar1 = (char)this;
  if ((cVar1 != '\t') && (cVar1 != ' ')) {
    return CONCAT31((int3)((uint)in_EAX >> 8),cVar1 == '\r') |
           CONCAT31((int3)((uint)this >> 8),cVar1 == '\n');
  }
  return 1;
}

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)