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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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@@ -20,16 +20,16 @@ public:
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CPowerBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId, EMaterialTypes playerMaterial,
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const zeus::CVector3f& scale);
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void PreRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf);
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void PostRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf);
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void UpdateGunFx(bool shotSmoke, float dt, const CStateManager& mgr, const zeus::CTransform& xf);
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void PreRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf) override;
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void PostRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf) override;
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void UpdateGunFx(bool shotSmoke, float dt, const CStateManager& mgr, const zeus::CTransform& xf) override;
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void Fire(bool underwater, float dt, EChargeState chargeState, const zeus::CTransform& xf, CStateManager& mgr,
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TUniqueId homingTarget, float chargeFactor1, float chargeFactor2);
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void EnableSecondaryFx(ESecondaryFxType type);
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void Update(float dt, CStateManager& mgr);
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void Load(CStateManager& mgr, bool subtypeBasePose);
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void Unload(CStateManager& mgr);
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bool IsLoaded() const;
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TUniqueId homingTarget, float chargeFactor1, float chargeFactor2) override;
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void EnableSecondaryFx(ESecondaryFxType type) override;
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void Update(float dt, CStateManager& mgr) override;
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void Load(CStateManager& mgr, bool subtypeBasePose) override;
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void Unload(CStateManager& mgr) override;
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bool IsLoaded() const override;
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};
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} // namespace urde
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