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RuntimeCommonB: Use the override specifier where applicable
Applies the override keyword where applicable to indicate visually where member function overriding is occurring. This only targets the RuntimeCommonB target as a starting point, which resolves around 900+ cases where the keyword could be used.
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@@ -53,15 +53,15 @@ class CHudDecoInterfaceCombat : public IHudDecoInterface {
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public:
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CHudDecoInterfaceCombat(CGuiFrame& selHud);
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void SetIsVisibleDebug(bool v);
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void SetIsVisibleGame(bool v);
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void SetHudRotation(const zeus::CQuaternion& rot);
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void SetHudOffset(const zeus::CVector3f& off);
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void SetDamageTransform(const zeus::CMatrix3f& rotation, const zeus::CVector3f& position);
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void SetFrameColorValue(float v);
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void Update(float dt, const CStateManager& stateMgr);
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void UpdateCameraDebugSettings(float fov, float y, float z);
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void UpdateHudAlpha();
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void SetIsVisibleDebug(bool v) override;
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void SetIsVisibleGame(bool v) override;
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void SetHudRotation(const zeus::CQuaternion& rot) override;
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void SetHudOffset(const zeus::CVector3f& off) override;
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void SetDamageTransform(const zeus::CMatrix3f& rotation, const zeus::CVector3f& position) override;
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void SetFrameColorValue(float v) override;
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void Update(float dt, const CStateManager& stateMgr) override;
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void UpdateCameraDebugSettings(float fov, float y, float z) override;
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void UpdateHudAlpha() override;
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};
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class CHudDecoInterfaceScan : public IHudDecoInterface {
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@@ -104,22 +104,22 @@ class CHudDecoInterfaceScan : public IHudDecoInterface {
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public:
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CHudDecoInterfaceScan(CGuiFrame& selHud);
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void SetIsVisibleDebug(bool v);
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void SetIsVisibleGame(bool v);
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void SetHudRotation(const zeus::CQuaternion& rot);
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void SetHudOffset(const zeus::CVector3f& off);
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void SetReticuleTransform(const zeus::CMatrix3f& xf);
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void SetDamageTransform(const zeus::CMatrix3f& rotation, const zeus::CVector3f& position);
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void SetFrameColorValue(float v);
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void SetIsVisibleDebug(bool v) override;
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void SetIsVisibleGame(bool v) override;
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void SetHudRotation(const zeus::CQuaternion& rot) override;
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void SetHudOffset(const zeus::CVector3f& off) override;
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void SetReticuleTransform(const zeus::CMatrix3f& xf) override;
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void SetDamageTransform(const zeus::CMatrix3f& rotation, const zeus::CVector3f& position) override;
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void SetFrameColorValue(float v) override;
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void InitializeFlatFrame();
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const CScannableObjectInfo* GetCurrScanInfo(const CStateManager& stateMgr) const;
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void UpdateScanDisplay(const CStateManager& stateMgr, float dt);
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void Update(float dt, const CStateManager& stateMgr);
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void Draw() const;
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void ProcessInput(const CFinalInput& input);
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void UpdateCameraDebugSettings(float fov, float y, float z);
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void UpdateHudAlpha();
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float GetHudTextAlpha() const;
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void Update(float dt, const CStateManager& stateMgr) override;
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void Draw() const override;
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void ProcessInput(const CFinalInput& input) override;
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void UpdateCameraDebugSettings(float fov, float y, float z) override;
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void UpdateHudAlpha() override;
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float GetHudTextAlpha() const override;
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};
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class CHudDecoInterfaceXRay : public IHudDecoInterface {
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@@ -142,17 +142,17 @@ class CHudDecoInterfaceXRay : public IHudDecoInterface {
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public:
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CHudDecoInterfaceXRay(CGuiFrame& selHud);
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void SetIsVisibleDebug(bool v);
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void SetIsVisibleGame(bool v);
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void SetHudRotation(const zeus::CQuaternion& rot);
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void SetHudOffset(const zeus::CVector3f& off);
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void SetReticuleTransform(const zeus::CMatrix3f& xf);
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void SetDecoRotation(float angle);
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void SetDamageTransform(const zeus::CMatrix3f& rotation, const zeus::CVector3f& position);
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void SetFrameColorValue(float v);
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void Update(float dt, const CStateManager& stateMgr);
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void UpdateCameraDebugSettings(float fov, float y, float z);
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void UpdateHudAlpha();
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void SetIsVisibleDebug(bool v) override;
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void SetIsVisibleGame(bool v) override;
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void SetHudRotation(const zeus::CQuaternion& rot) override;
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void SetHudOffset(const zeus::CVector3f& off) override;
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void SetReticuleTransform(const zeus::CMatrix3f& xf) override;
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void SetDecoRotation(float angle) override;
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void SetDamageTransform(const zeus::CMatrix3f& rotation, const zeus::CVector3f& position) override;
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void SetFrameColorValue(float v) override;
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void Update(float dt, const CStateManager& stateMgr) override;
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void UpdateCameraDebugSettings(float fov, float y, float z) override;
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void UpdateHudAlpha() override;
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};
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class CHudDecoInterfaceThermal : public IHudDecoInterface {
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@@ -175,15 +175,15 @@ class CHudDecoInterfaceThermal : public IHudDecoInterface {
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public:
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CHudDecoInterfaceThermal(CGuiFrame& selHud);
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void SetIsVisibleDebug(bool v);
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void SetIsVisibleGame(bool v);
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void SetHudRotation(const zeus::CQuaternion& rot);
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void SetHudOffset(const zeus::CVector3f& off);
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void SetReticuleTransform(const zeus::CMatrix3f& xf);
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void SetDamageTransform(const zeus::CMatrix3f& rotation, const zeus::CVector3f& position);
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void Update(float dt, const CStateManager& stateMgr);
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void UpdateCameraDebugSettings(float fov, float y, float z);
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void UpdateHudAlpha();
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void SetIsVisibleDebug(bool v) override;
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void SetIsVisibleGame(bool v) override;
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void SetHudRotation(const zeus::CQuaternion& rot) override;
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void SetHudOffset(const zeus::CVector3f& off) override;
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void SetReticuleTransform(const zeus::CMatrix3f& xf) override;
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void SetDamageTransform(const zeus::CMatrix3f& rotation, const zeus::CVector3f& position) override;
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void Update(float dt, const CStateManager& stateMgr) override;
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void UpdateCameraDebugSettings(float fov, float y, float z) override;
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void UpdateHudAlpha() override;
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};
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} // namespace urde
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