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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

@@ -24,7 +24,7 @@ public:
const zeus::CTransform& xf, const CMaterialFilter& filter, const CMaterialList& mList, const CDamageInfo&,
EProjectileAttrib attribs, CModelData&& mData);
virtual void Accept(IVisitor& visitor);
void Accept(IVisitor& visitor) override;
bool HasAttrib(EProjectileAttrib attrib) const { return (int(xe8_projectileAttribs) & int(attrib)) == int(attrib); }
EProjectileAttrib GetAttribField() const { return xe8_projectileAttribs; }
const CMaterialFilter& GetFilter() const { return xf8_filter; }
@@ -38,10 +38,10 @@ public:
float GetDamageDuration() const { return x150_damageDuration; }
float GetInterferenceDuration() const { return x154_interferenceDuration; }
void Think(float, CStateManager&);
void Render(const CStateManager&) const;
void Think(float, CStateManager&) override;
void Render(const CStateManager&) const override;
EWeaponCollisionResponseTypes GetCollisionResponseType(const zeus::CVector3f&, const zeus::CVector3f&,
const CWeaponMode&, EProjectileAttrib) const;
void FluidFXThink(EFluidState state, CScriptWater& water, CStateManager& mgr);
const CWeaponMode&, EProjectileAttrib) const override;
void FluidFXThink(EFluidState state, CScriptWater& water, CStateManager& mgr) override;
};
} // namespace urde