Rationale described in sanctuary/notes@541e63f85a442cbb2293734c24c5868ccceec800
as included below:
Note, the ChrBtnsRect global doesn't have PSX debug info.
However, the functionality correspond to that of InvRect
of inv.h. Moreover, the we may infer the name from the
function CheckChrBtns, and simply combine the two names.
Rationale described in a479cc56b8
as included below:
Note, neither rand_increment nor rand_multiplier are
present in the PSX debug info. To keep the names for
these variables consistent with the naming convention
used for sglGameSeed, SeedCount, SetRndSeed and
GetRndSeed (which are part of the PSX debug info), we
rename them to RndInc and RndMult, respectively.
Rationale described in f609ea371d:
as included below:
Note, the PSX sym file does not seem to include the
original name for monster_action_sounds. However, it
does include the names for very similar global
variables used for players rather than monsters, so
from these we may infer a similar name for
monster_action_sounds.
In particular, ArmourChar, WepChar and CharChar are
used for player graphics. So, following the same naming
convention we arrive at MonstSndChar.
Background:
From the values of PWVel, I think it is
actually two global variables that have
been merged into one.
int PWVel[4][3] = {
{ 2048, 1024, 512 },
{ 2048, 1024, 512 },
{ 2048, 1024, 512 },
{ 8, 8, 8 }
};
I think it should be:
int PWVel[3][3] = {
{ 2048, 1024, 512 },
{ 2048, 1024, 512 },
{ 2048, 1024, 512 }
};
int AnimLenFromClass[3] = {
{ 8, 8, 8 }
};
Then, this code in PM_DoWalk would make more sense:
Before:
vel = 8;
if (currlevel != 0) {
vel = PWVel[3][plr[pnum]._pClass];
}
After:
AnimLen = 8;
if (currlevel != 0) {
AnimLen = AnimLenFromClass[plr[pnum]._pClass];
}
Also simplify if conditions to make
use of boolean values.
(If the cleanup4 PR ends up increasing
inserts/deletions, then this commit is
probably at fault.)
This is to avoid confusion, as pCelBuff is also
commonly used as a parameter name.
The naming follows the convention used by
TextBox2.CEL and TextSlid.CEL, as seen in
stores.cpp
pSTextBoxCels = LoadFileInMem("Data\\TextBox2.CEL", NULL);
pSPentSpn2Cels = LoadFileInMem("Data\\PentSpn2.CEL", NULL);
pSTextSlidCels = LoadFileInMem("Data\\TextSlid.CEL", NULL);