Give a name to the variable g_PauseAllowed - this is a bool which gets tested when we're also testing for pressing START or SELECT to open the menu or map, so to me it seems like it's flagging whether or not you are allowed to pause. It is normally 1, but gets set to 0 at the start of cutscenes, and then restored to 1 at the end of them.
Name LAYOUT_RECT_PARAMS_HIDEONMAP, which is relevant for item 3 on this list. I already used the HideOnMap name when setting up this flag in the assets handler in my previous PR.
Name g_canRevealMap - this is a variable that is normally set to true, but for some particular rooms in the game, it's set to 0. Those rooms will not appear on your map. Good examples include the forest area left of the castle gate (the first moment we see Alucard), and the DRE stage. This variable gets set to 0 if the LayerDef has the LAYOUT_RECT_PARAMS_HIDEONMAP flag set.
Deduplicate a common structure in the code where entities have a debug routine that lets the Player 2 controller control the behavior of the entity. By pulling this out, the code can be more concise. Most importantly, when searching the codebase for g_Pads[1] (which is an interesting thing to do, since we're looking at uses of the Player 2 controller in a single-player game), you can focus on the interesting, unique examples, rather than having a ton of copies of the same exact code.
Change all instances of g_Pads-> to g_Pads[0]. A minor change, but good to use a formatting which makes it clear that g_Pads is the array of both pads, and not a pointer to one.
A couple functions I noticed with obvious fake stuff (including a do{}while(0)) have been adjusted so that they will match on PSP. Naturally, this also meant removing those fake things, which is always nice.
Overall, this is several small changes combined into one PR; honestly I just scrolled through the codebase for a while, finding things that made me think "I know a way this could be better". Others may disagree with some of these though, happy to take input, especially on the new names!
Give a name to the variable
g_PauseAllowed
- this is a bool which gets tested when we're also testing for pressing START or SELECT to open the menu or map, so to me it seems like it's flagging whether or not you are allowed to pause. It is normally 1, but gets set to 0 at the start of cutscenes, and then restored to 1 at the end of them.Name LAYOUT_RECT_PARAMS_HIDEONMAP, which is relevant for item 3 on this list. I already used the HideOnMap name when setting up this flag in the assets handler in my previous PR.
Name
g_canRevealMap
- this is a variable that is normally set to true, but for some particular rooms in the game, it's set to 0. Those rooms will not appear on your map. Good examples include the forest area left of the castle gate (the first moment we see Alucard), and the DRE stage. This variable gets set to 0 if the LayerDef has the LAYOUT_RECT_PARAMS_HIDEONMAP flag set.Deduplicate a common structure in the code where entities have a debug routine that lets the Player 2 controller control the behavior of the entity. By pulling this out, the code can be more concise. Most importantly, when searching the codebase for g_Pads[1] (which is an interesting thing to do, since we're looking at uses of the Player 2 controller in a single-player game), you can focus on the interesting, unique examples, rather than having a ton of copies of the same exact code.
Change all instances of
g_Pads->
tog_Pads[0].
A minor change, but good to use a formatting which makes it clear that g_Pads is the array of both pads, and not a pointer to one.A couple functions I noticed with obvious fake stuff (including a do{}while(0)) have been adjusted so that they will match on PSP. Naturally, this also meant removing those fake things, which is always nice.
Overall, this is several small changes combined into one PR; honestly I just scrolled through the codebase for a while, finding things that made me think "I know a way this could be better". Others may disagree with some of these though, happy to take input, especially on the new names!