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