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<title>mike/sst/src/bind.c, branch v0.18-BETA</title>
<subtitle>Source Speedrun Tools: practice tools and handy features for Source Engine games</subtitle>
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<updated>2025-11-24T03:23:22+00:00</updated>
<entry>
<title>Turn x86 stuff into a chunklet to help out SPT</title>
<updated>2025-11-24T03:23:22+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-11-24T03:19:49+00:00</published>
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<content type='text'>
Quick unused header cleanup pass while we're at it.
</content>
</entry>
<entry>
<title>Separate our command callbacks from Source's</title>
<updated>2025-06-21T13:50:00+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-06-17T19:18:48+00:00</published>
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<content type='text'>
This improves the ergonomics of a few different things, and sets us up
somewhat for the fact OE had a different interface for commands too
(it was v1 only and had a separate API call for getting the args).
</content>
</entry>
<entry>
<title>Remove years from copyright headers</title>
<updated>2025-04-07T20:31:32+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-04-07T20:31:32+00:00</published>
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<content type='text'>
They're legally unnecessary as far as I know, and kind of annoying to
maintain on a long-term basis.

This was done with the consent of all 3 other contributors, in case
anyone was wondering.
</content>
</entry>
<entry>
<title>Rewrite and redesign codegen and feature system</title>
<updated>2025-04-06T15:41:13+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-03-10T02:37:19+00:00</published>
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<content type='text'>
Also switch to somewhat proper C23 flags while we're at it.

This is a huge change. It took me forever, in between being really busy.
Sorry about that. But the good news is I'm now free to start integrating
the various patches that have accumulated since last release. Well, at
least in between still being really busy. Gotta manage expectations.

The main benefit of introducing GAMESPECIFIC() is that features
that don't apply to a particular game no longer show up *at all*, and
less time is wasted on init. It also enables a cool optimisation wherein
unnecessary REQUIRE_GAMEDATA() checks can elided at compile time
whenever the gamedata is known up-front to always exist in supported
games.

The DEF_FEAT_CVAR macro family meanwhile makes it easier to manage the
lifecycle of cvars/ccmds, with less manual registering, unhiding and
such.

Originally I was going to try and just hack these features into the
existing codegen abomination, but it just got too terrible. This rewrite
should make it easier to continue tweaking codegen behaviour in future.
It also has slightly better error messages.
</content>
</entry>
<entry>
<title>Revise syntax macros and add a ton of branch hints</title>
<updated>2024-08-23T19:37:37+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2024-08-03T22:40:31+00:00</published>
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<id>urn:sha1:83da606072ce272eb053d4e1497d77e647cfecae</id>
<content type='text'>
My new programming style is branch hints. All non-confusing branches
must be hinted when I can be bothered. It's faster, sometimes, maybe.

Also, start trying to use more signed sizes in at least some of the
places where it makes sense. Unsigned sizes are surprisingly
error-prone!
</content>
</entry>
<entry>
<title>Fix finding key binding list in some newer builds</title>
<updated>2023-08-04T21:05:20+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2023-08-04T21:05:20+00:00</published>
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<content type='text'>
Apparently there's slightly longer code for whatever reason which made
32 too conservative of a search window. Easy fix!
</content>
</entry>
<entry>
<title>Remove some paranoia about missing commands</title>
<updated>2023-06-10T16:01:56+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2023-06-10T16:01:56+00:00</published>
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<content type='text'>
There's absolutely no reason these ever wouldn't be there.
</content>
</entry>
<entry>
<title>Prune some comments and tidy up other minor things</title>
<updated>2023-06-10T15:51:02+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2023-06-10T15:44:19+00:00</published>
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</content>
</entry>
<entry>
<title>Do some pedantic spring cleaning</title>
<updated>2023-05-16T22:00:24+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2023-05-16T21:12:57+00:00</published>
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<content type='text'>
- Use const in more places where it makes sense - not absolutely
  everywhere because it can get a bit annoying

- Make all the instruction search loops a bit more readable by casting
  the function pointer into a temporary variable to loop over

- Add a few more doc comments and fix a typo or two

- Make that RTTI thing flexibly-sized, finally

- Don't include gamedata.h in vcall.h for no reason; consequently
  include gamedata.h in a bunch of places where it was implictly pulled
  in before

- Fix dbg_toghidra() and ent_getedict() having mismatched return types
  between their headers and respective source files

- Remove that one broken, hacky, secret Portal non-feature that probably
  nobody even ended up using; it can be implemented properly later if
  required
</content>
</entry>
<entry>
<title>Move towards C23, improve events and vcall macros</title>
<updated>2022-09-13T21:50:30+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2022-09-13T20:46:21+00:00</published>
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<content type='text'>
Another big one. Here's a list of things:

- Since the upcoming C23 standardises typeof(), use it as an extension
  for the time being in order to allow passing arbitrary types as
  macro/codegen parameters. It wouldn't have been a big leap to do this
  even without standardisation since it's apparently an easy extension
  to implement - and also, to be honest, this project is essentially glued
  to Clang anyway so who cares.

- Likewise, bool, true and false are becoming pre-defined, so
  pre-pre-define them now in order to get the benefit of not having to
  remember one header everywhere.

- Really ungodly/amazing vcall macro stuff now allows us to call C++
  virtual functions like regular C functions. It's pretty cool!

- Events can now take arbitrary parameters and come in two types:
  regular events and predicates.

All this makes the base code even uglier but makes the feature
implementation nicer. In other words, it places more of the cognitive
burden on myself and less on other people who might want to contribute.
This is a good tradeoff, because I'm a genius.
</content>
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