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* Revise syntax macros and add a ton of branch hintsGravatar Michael Smith 2024-08-231-25/+21
| | | | | | | | | 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!
* Disable fastfwd outside L4D so SPT doesn't breakGravatar Michael Smith 2024-05-211-0/+7
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* Rethink mem_loadoffset, and consequently, kill itGravatar Michael Smith 2024-01-211-5/+5
| | | | | | | | | Suggested by bill. Having something semantically pointer-sized that's only ever used for stuff that's always 32-bit doesn't really make sense. Note that I intentionally did not add a copyright line for myself in hud.c because, I mean, come on. I'll just say I waive any claim to that tiny trivial change.
* Add fast-forward gaps for checking item spawnsGravatar Michael Smith 2023-12-051-0/+5
| | | | | | This complicates things greatly! Therefore, it's a separate commit to the baseline fast-forward functionality, to keep the confusing stuff relatively contained.
* Add a way to fast-forward game timeGravatar Matthew Wozniak 2023-11-261-0/+249
This will be mostly useful for skipping cutscenes in Left 4 Dead games. It may work in other games, but probably won't really be as useful. Committer's note: this was adapted a fair bit from woz's original code, hence the joint copyright, but he did most the hard work of figuring out how to get this deep into the engine's call stack. Thanks! bill also provided a fair bit of help figuring out missing gamedata and fixing compatibility with L4D2 2147 and later. Also thanks!