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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.
This commit is contained in:
Lioncash
2019-08-09 08:45:18 -04:00
parent 5acf9ecbcf
commit 2059535b55
144 changed files with 1011 additions and 999 deletions

View File

@@ -61,9 +61,9 @@ public:
const std::optional<TLockedToken<CGenDescription>>& visorParticle, u16 visorSfx,
bool sendCollideMsg);
virtual void Accept(IVisitor& visitor);
void Accept(IVisitor& visitor) override;
virtual void ResolveCollisionWithActor(const CRayCastResult& res, CActor& act, CStateManager& mgr);
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) override;
static EProjectileAttrib GetBeamAttribType(EWeaponType wType);
void DeleteProjectileLight(CStateManager&);
void CreateProjectileLight(std::string_view, const CLight&, CStateManager&);
@@ -81,7 +81,7 @@ public:
CProjectileTouchResult CanCollideWithGameObject(CActor& act, CStateManager& mgr) const;
CProjectileTouchResult CanCollideWithTrigger(CActor& act, CStateManager& mgr) const;
zeus::CAABox GetProjectileBounds() const;
std::optional<zeus::CAABox> GetTouchBounds() const;
std::optional<zeus::CAABox> GetTouchBounds() const override;
CProjectileWeapon& ProjectileWeapon() { return x170_projectile; }
const CProjectileWeapon& GetProjectileWeapon() const { return x170_projectile; }
TUniqueId GetHomingTargetId() const { return x2c0_homingTargetId; }