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Separate Coding Style out into its own Document, and mention it from the Readme.
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CODING_STYLE.md
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107
CODING_STYLE.md
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# Coding style
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I started writing in [Plan 9 style](http://man.cat-v.org/plan_9/6/style),
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but realize that this is not the most popular style, so I'm willing to compromise.
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Try not to deviate too much so the code will look similar across the whole project.
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To give examples, these two styles (or anything in between) are fine:
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```
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type
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functionname(args)
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{
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if(a == b){
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s1;
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s2;
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}else{
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s3;
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s4;
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}
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if(x != y)
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s5;
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}
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type functionname(args)
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{
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if (a == b) {
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s1;
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s2;
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} else {
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s3;
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s4;
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}
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if (x != y)
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s5;
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}
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```
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This one (or anything more extreme) is heavily discouraged:
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```
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type functionname ( args )
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{
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if ( a == b )
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{
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s1;
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s2;
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}
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else
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{
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s3;
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s4;
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}
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if ( x != y )
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{
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s5;
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}
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}
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```
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i.e.
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* Put the brace on the same line as control statements
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* Put the brace on the next line after function definitions and structs/classes
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* Put an `else` on the same line with the braces
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* Don't put braces around single statements
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* Put the function return type on a separate line
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* Indent with TABS
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As for the less cosmetic choices, here are some guidelines how the code should look:
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* Don't use magic numbers where the original source code would have had an enum or similar.
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Even if you don't know the exact meaning it's better to call something `FOOBAR_TYPE_4` than just `4`,
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since `4` will be used in other places and you can't easily see where else the enum value is used.
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* Don't just copy paste code from IDA, make it look nice
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* Use the right types. In particular:
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* don't use types like `__int16`, we have `int16` for that
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* don't use `unsigned`, we have typedefs for that
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* don't use `char` for anything but actual characters, use `int8`, `uint8` or `bool`
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* don't even think about using win32 types (`BYTE`, `WORD`, &c.) unless you're writing win32 specific code
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* declare pointers like `int *ptr;`, not `int* ptr;`
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* As for variable names, the original gta source code was not written in a uniform style,
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but here are some observations:
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* many variables employ a form of hungarian notation, i.e.:
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* `m_` may be used for class member variables (mostly those that are considered private)
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* `ms_` for (mostly private) static members
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* `f` is a float, `i` or `n` is an integer, `b` is a boolean, `a` is an array
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* do *not* use `dw` for `DWORD` or so, we're not programming win32
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* Generally, try to make the code look as if R* could have written it
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111
README.md
111
README.md
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@ -21,8 +21,7 @@ such that we have a working game at all times.
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## Preparing the environment for building
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- Clone the repo.
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- Run `git submodule init` and `git submodule update`.
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- Clone the repo using the argument `--recursive`.
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- Point GTA_III_RE_DIR environment variable to GTA3 root folder.
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- Run premake
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- On Windows: one of the `premake-vsXXXX.cmd` variants on root folder
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@ -36,6 +35,7 @@ such that we have a working game at all times.
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> :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.
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## Contributing
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Please read the [Coding Style](https://github.com/GTAmodding/re3/blob/master/CODING_STYLE.md) Document
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### Unreversed / incomplete classes (at least the ones we know)
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The following classes have only unused or practically unused code left:
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@ -44,110 +44,3 @@ CCullZone - only mobile stuff
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CCullZones - only mobile stuff
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```
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### Coding style
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I started writing in [Plan 9 style](http://man.cat-v.org/plan_9/6/style),
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but realize that this is not the most popular style, so I'm willing to compromise.
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Try not to deviate too much so the code will look similar across the whole project.
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To give examples, these two styles (or anything in between) are fine:
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```
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type
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functionname(args)
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{
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if(a == b){
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s1;
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s2;
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}else{
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s3;
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s4;
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}
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if(x != y)
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s5;
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}
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type functionname(args)
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{
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if (a == b) {
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s1;
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s2;
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} else {
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s3;
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s4;
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}
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if (x != y)
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s5;
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}
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```
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This one (or anything more extreme) is heavily discouraged:
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```
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type functionname ( args )
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{
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if ( a == b )
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{
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s1;
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s2;
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}
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else
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{
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s3;
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s4;
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}
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if ( x != y )
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{
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s5;
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}
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}
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```
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i.e.
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* Put the brace on the same line as control statements
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* Put the brace on the next line after function definitions and structs/classes
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* Put an `else` on the same line with the braces
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* Don't put braces around single statements
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* Put the function return type on a separate line
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* Indent with TABS
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As for the less cosmetic choices, here are some guidelines how the code should look:
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* Don't use magic numbers where the original source code would have had an enum or similar.
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Even if you don't know the exact meaning it's better to call something `FOOBAR_TYPE_4` than just `4`,
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since `4` will be used in other places and you can't easily see where else the enum value is used.
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* Don't just copy paste code from IDA, make it look nice
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* Use the right types. In particular:
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* don't use types like `__int16`, we have `int16` for that
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* don't use `unsigned`, we have typedefs for that
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* don't use `char` for anything but actual characters, use `int8`, `uint8` or `bool`
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* don't even think about using win32 types (`BYTE`, `WORD`, &c.) unless you're writing win32 specific code
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* declare pointers like `int *ptr;`, not `int* ptr;`
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* As for variable names, the original gta source code was not written in a uniform style,
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but here are some observations:
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* many variables employ a form of hungarian notation, i.e.:
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* `m_` may be used for class member variables (mostly those that are considered private)
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* `ms_` for (mostly private) static members
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* `f` is a float, `i` or `n` is an integer, `b` is a boolean, `a` is an array
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* do *not* use `dw` for `DWORD` or so, we're not programming win32
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* Generally, try to make the code look as if R* could have written it
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|
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