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* Add portable unreachable macro, just for funGravatar Michael Smith 2025-04-061-2/+3
| | | | | | This isn't useful to us at all, but might be useful to someone else. I always try to write code for multiple compilers for this reason, even if SST ultimately still requires Clang.
* Rewrite and redesign codegen and feature systemGravatar Michael Smith 2025-04-061-0/+3
| | | | | | | | | | | | | | | | | | | | | | | | | 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.
* Revise syntax macros and add a ton of branch hintsGravatar Michael Smith 2024-08-231-0/+64
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!