# Intro The aim of this project is to reverse GTA III for PC by replacing parts of the game [one by one](https://en.wikipedia.org/wiki/Ship_of_Theseus) such that we have a working game at all times. # Strategy A good approach is to start at the fringes of the code base, i.e. classes that don't depend on code that we don't have reversed yet. If a function uses only few unreversed functions that would be inconvenient to reverse at the time, calling the original functions is acceptable. # Progress This is a list of some things that have been reversed to some non-trivial extent. Not everything is listed, check the code. ``` CPool CTxdStore CVector CVector2D CMatrix CModelInfo CBaseModelInfo CSimpleModelInfo CTimeModelInfo CClumpModelInfo CPedModelInfo CVehicleModelInfo CVisibilityPlugins CRenderer CEntity CPhysical CCollision CCullZones CTheZones CPathFind ``` # Low hanging fruit There are a couple of things that have been reversed for other projects already that could probably be put into this project without too much effort. Again, the list is not complete: * Animation (https://github.com/aap/iii_anim) * File Loader (https://github.com/aap/librwgta/tree/master/tools/IIItest) * ... # 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; } if(x != y) s3; } type functionname(args) { if (a == b) { s1; s2; } if (x != y) s3; } ``` This one (or anything more extreme) is heavily discouraged: ``` type functionname ( args ) { if ( a == b ) { s1; s2; } if ( x != y ) { s3; } } ``` Indentation is done with TABS.