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authorerorcun <erorcunerorcun@hotmail.com.tr>2021-02-16 14:49:42 +0100
committerGitHub <noreply@github.com>2021-02-16 14:49:42 +0100
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@@ -141,6 +141,20 @@ Microsoft recently discontinued its downloads of the DX9 SDK. You can download a
If you feel the need, you can also use CodeWarrior 7 to compile re3 using the supplied codewarrior/re3.mcp project - this requires the original RW33 libraries, and the DX8 SDK. The build is unstable compared to the MSVC builds though, and is mostly meant to serve as a reference.
## Contributing
+As long as it's not linux/cross-platform skeleton/compatibility layer, all of the code on the repo that's not behind a preprocessor condition(like FIX_BUGS) are **completely** reversed code from original binaries.
+
+We **don't** accept custom codes, as long as it's not wrapped via preprocessor conditions, or it's linux/cross-platform skeleton/compatibility layer.
+
+We accept only these kinds of PRs;
+
+- A new feature that exists in at least one of the GTAs (if it wasn't in III/VC then it doesn't have to be decompilation)
+- Game, UI or UX bug fixes (if it's a fix to original code, it should be behind FIX_BUGS)
+- Platform-specific and/or unused code that's not been reversed yet
+- Makes reversed code more understandable/accurate, as in "which code would produce this assembly".
+- A new cross-platform skeleton/compatibility layer, or improvements to them
+- Translation fixes, for languages original game supported
+- Code that increase maintainability
+
We have a [Coding Style](https://github.com/GTAmodding/re3/blob/master/CODING_STYLE.md) document that isn't followed or enforced very well.
Do not use features from C++11 or later.