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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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@@ -27,12 +27,12 @@ public:
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const zeus::CTransform&, EMaterialTypes, const CDamageInfo&, TUniqueId, TAreaId, TUniqueId,
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EProjectileAttrib);
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void Accept(IVisitor&);
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
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void PreRender(CStateManager&, const zeus::CFrustum&);
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void Touch(CActor&, CStateManager&){};
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void UpdateFx(const zeus::CTransform&, float, CStateManager&);
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void ResetBeam(CStateManager&, bool);
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void Fire(const zeus::CTransform&, CStateManager&, bool);
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void Accept(IVisitor&) override;
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) override;
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void PreRender(CStateManager&, const zeus::CFrustum&) override;
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void Touch(CActor&, CStateManager&) override {}
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void UpdateFx(const zeus::CTransform&, float, CStateManager&) override;
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void ResetBeam(CStateManager&, bool) override;
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void Fire(const zeus::CTransform&, CStateManager&, bool) override;
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};
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} // namespace urde
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