>>713702556Looks like just generic flags/variables for the game's state (story progression, etc.)
From a performance perspective, there's nothing wrong with what he's doing, but from a coding practicality perspective he's absolutely retarded.
Literally everything is in that one array, and the only documentation for what any element of the array means is the comments. So if he ever needs to figure out what something does he'd have to look it up manually in that fuck huge array. And if there's a compiler error or message for one of those variables, all he's getting is its number in the array, so he'd have to waste time looking it up every time. Also the fact that he initializes every single array variable by manually setting it to zero. In non-retarded languages, arrays can be zero initialized in a single line. Even if his language can't do that (probably can), he could easily just do it with a loop.
Maldavius is enough of a Dunning-Kruger nigger that he'd probably justify it by saying something like "uhhh... arrays are aggregates so it has superior performance from just having random variables" which is true but structs are also aggregates so he could just have something like story.example_cafe_variable which would have the EXACT same performance but would be self documenting about what the variable actually is because he could use actual variable names and if he wanted to go a step further he could have the variable types be enums so even the values could be self documenting.
Like there is just so much he could do to make it better, and I can barely think of a way to make it worse except leaving out the comments or if every variable was a string or something.