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authorRoman Masanin <36927roma@gmail.com>2020-10-12 12:42:57 +0200
committerRoman Masanin <36927roma@gmail.com>2020-10-12 12:42:57 +0200
commit417646819c5d88bb7774bbb0341d92ada3293196 (patch)
tree4da51aa3be7f75002b16985207d9411d900dde7d /README.md
parentmark file and fix screen offset (diff)
parentMerge pull request #753 from majesticCoding/miami (diff)
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@@ -21,8 +21,7 @@ such that we have a working game at all times.
## Preparing the environment for building
-- Clone the repo.
-- Run `git submodule init` and `git submodule update`.
+- Clone the repo using the argument `--recursive`.
- Point GTA_III_RE_DIR environment variable to GTA3 root folder.
- Run premake
- On Windows: one of the `premake-vsXXXX.cmd` variants on root folder
@@ -36,6 +35,7 @@ such that we have a working game at all times.
> :information_source: **Did you notice librw?** re3 uses completely homebrew RenderWare-replacement rendering engine; [librw](https://github.com/aap/librw/). librw comes as submodule of re3, but you also can use LIBRW enviorenment variable to specify path to your own librw.
## Contributing
+Please read the [Coding Style](https://github.com/GTAmodding/re3/blob/master/CODING_STYLE.md) Document
### Unreversed / incomplete classes (at least the ones we know)
The following classes have only unused or practically unused code left:
@@ -44,110 +44,3 @@ CCullZone - only mobile stuff
CCullZones - only mobile stuff
```
-### Coding style
-
-I started writing in [Plan 9 style](http://man.cat-v.org/plan_9/6/style),
-but realize that this is not the most popular style, so I'm willing to compromise.
-Try not to deviate too much so the code will look similar across the whole project.
-
-To give examples, these two styles (or anything in between) are fine:
-
-```
-type
-functionname(args)
-{
- if(a == b){
- s1;
- s2;
- }else{
- s3;
- s4;
- }
- if(x != y)
- s5;
-}
-
-type functionname(args)
-{
- if (a == b) {
- s1;
- s2;
- } else {
- s3;
- s4;
- }
- if (x != y)
- s5;
-}
-```
-
-This one (or anything more extreme) is heavily discouraged:
-
-```
-type functionname ( args )
-{
- if ( a == b )
- {
- s1;
- s2;
- }
- else
- {
- s3;
- s4;
- }
- if ( x != y )
- {
- s5;
- }
-}
-```
-
-i.e.
-
-* Put the brace on the same line as control statements
-
-* Put the brace on the next line after function definitions and structs/classes
-
-* Put an `else` on the same line with the braces
-
-* Don't put braces around single statements
-
-* Put the function return type on a separate line
-
-* Indent with TABS
-
-As for the less cosmetic choices, here are some guidelines how the code should look:
-
-* Don't use magic numbers where the original source code would have had an enum or similar.
-Even if you don't know the exact meaning it's better to call something `FOOBAR_TYPE_4` than just `4`,
-since `4` will be used in other places and you can't easily see where else the enum value is used.
-
-* Don't just copy paste code from IDA, make it look nice
-
-* Use the right types. In particular:
-
- * don't use types like `__int16`, we have `int16` for that
-
- * don't use `unsigned`, we have typedefs for that
-
- * don't use `char` for anything but actual characters, use `int8`, `uint8` or `bool`
-
- * don't even think about using win32 types (`BYTE`, `WORD`, &c.) unless you're writing win32 specific code
-
- * declare pointers like `int *ptr;`, not `int* ptr;`
-
-* As for variable names, the original gta source code was not written in a uniform style,
-but here are some observations:
-
- * many variables employ a form of hungarian notation, i.e.:
-
- * `m_` may be used for class member variables (mostly those that are considered private)
-
- * `ms_` for (mostly private) static members
-
- * `f` is a float, `i` or `n` is an integer, `b` is a boolean, `a` is an array
-
- * do *not* use `dw` for `DWORD` or so, we're not programming win32
-
-* Generally, try to make the code look as if R* could have written it