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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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@@ -39,19 +39,21 @@ public:
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const CStateMachine* GetStateMachine() const;
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virtual void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
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virtual CHealthInfo* HealthInfo(CStateManager&) { return &x258_healthInfo; }
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) override;
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CHealthInfo* HealthInfo(CStateManager&) override { return &x258_healthInfo; }
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const CDamageVulnerability* GetDamageVulnerability() const override { return &x260_damageVulnerability; }
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EWeaponCollisionResponseTypes GetCollisionResponseType(const zeus::CVector3f&, const zeus::CVector3f&,
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const CWeaponMode&, EProjectileAttrib) const override;
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void FluidFXThink(EFluidState, CScriptWater&, CStateManager&) override;
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virtual void Death(CStateManager& mgr, const zeus::CVector3f& direction, EScriptObjectState state) = 0;
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virtual void KnockBack(const zeus::CVector3f&, CStateManager&, const CDamageInfo& info, EKnockBackType type,
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bool inDeferred, float magnitude) = 0;
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virtual const CDamageVulnerability* GetDamageVulnerability() const { return &x260_damageVulnerability; }
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virtual void TakeDamage(const zeus::CVector3f& direction, float magnitude) {}
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virtual bool CanBeShot(const CStateManager&, int) { return true; }
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virtual bool IsListening() const { return false; }
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virtual bool Listen(const zeus::CVector3f&, EListenNoiseType) { return 0; }
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virtual EWeaponCollisionResponseTypes GetCollisionResponseType(const zeus::CVector3f&, const zeus::CVector3f&,
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const CWeaponMode&, EProjectileAttrib) const;
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void FluidFXThink(EFluidState, CScriptWater&, CStateManager&);
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virtual zeus::CVector3f GetOrigin(const CStateManager& mgr, const CTeamAiRole& role,
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const zeus::CVector3f& aimPos) const {
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