L L4D2node

SolveQuadratic

0x002740d0 · 188 bytes · __cdecl

_Z14SolveQuadraticfffRfS_

Decompiled

undefined (5 params)

/* SolveQuadratic(float, float, float, float&, float&) */

undefined4 SolveQuadratic(float param_1,float param_2,float param_3,float *param_4,float *param_5)

{
  float fVar1;
  
  if (param_1 == 0.0) {
    if (param_2 != 0.0) {
      *param_5 = -param_3 / param_2;
      *param_4 = -param_3 / param_2;
      return 1;
    }
    if (param_3 == 0.0) {
      *param_5 = 0.0;
      *param_4 = 0.0;
      return 1;
    }
  }
  else {
    fVar1 = param_2 * param_2 - param_3 * 4.0 * param_1;
    if (0.0 <= fVar1) {
      fVar1 = SQRT(fVar1);
      *param_4 = (fVar1 - param_2) / (param_1 + param_1);
      *param_5 = -(param_2 + fVar1) / (param_1 + param_1);
      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)