2
0
mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-09 03:47:43 +00:00

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

@@ -256,67 +256,70 @@ public:
CPatterned::EMovementType movement, EColliderType collider, EBodyType body, const CActorParameters& params,
EKnockBackVariant kbVariant);
void Accept(IVisitor&);
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
void PreThink(float dt, CStateManager& mgr) { x500_preThinkDt = dt; CEntity::Think(x500_preThinkDt, mgr); }
void Think(float, CStateManager&);
void PreRender(CStateManager&, const zeus::CFrustum&);
void AddToRenderer(const zeus::CFrustum&, const CStateManager&) const;
void Render(const CStateManager& mgr) const;
void Accept(IVisitor&) override;
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) override;
void PreThink(float dt, CStateManager& mgr) override {
x500_preThinkDt = dt;
CEntity::Think(x500_preThinkDt, mgr);
}
void Think(float, CStateManager&) override;
void PreRender(CStateManager&, const zeus::CFrustum&) override;
void AddToRenderer(const zeus::CFrustum&, const CStateManager&) const override;
void Render(const CStateManager& mgr) const override;
void CollidedWith(TUniqueId, const CCollisionInfoList&, CStateManager& mgr);
void Touch(CActor& act, CStateManager& mgr);
std::optional<zeus::CAABox> GetTouchBounds() const;
bool CanRenderUnsorted(const CStateManager& mgr) const;
zeus::CVector3f GetOrbitPosition(const CStateManager& mgr) const { return GetAimPosition(mgr, 0.f); }
zeus::CVector3f GetAimPosition(const CStateManager& mgr, float) const;
void CollidedWith(TUniqueId, const CCollisionInfoList&, CStateManager& mgr) override;
void Touch(CActor& act, CStateManager& mgr) override;
std::optional<zeus::CAABox> GetTouchBounds() const override;
bool CanRenderUnsorted(const CStateManager& mgr) const override;
zeus::CVector3f GetOrbitPosition(const CStateManager& mgr) const override { return GetAimPosition(mgr, 0.f); }
zeus::CVector3f GetAimPosition(const CStateManager& mgr, float) const override;
zeus::CTransform GetLctrTransform(std::string_view name) const;
zeus::CTransform GetLctrTransform(CSegId id) const;
bool ApplyBoneTracking() const;
void DeathDelete(CStateManager& mgr);
void Death(CStateManager& mgr, const zeus::CVector3f& direction, EScriptObjectState state);
void Death(CStateManager& mgr, const zeus::CVector3f& direction, EScriptObjectState state) override;
void KnockBack(const zeus::CVector3f&, CStateManager&, const CDamageInfo& info, EKnockBackType type, bool inDeferred,
float magnitude);
void TakeDamage(const zeus::CVector3f&, float arg);
bool FixedRandom(CStateManager&, float arg);
bool Random(CStateManager&, float arg);
bool CodeTrigger(CStateManager&, float arg);
bool FixedDelay(CStateManager&, float arg);
bool RandomDelay(CStateManager&, float arg);
bool Delay(CStateManager&, float arg);
bool PatrolPathOver(CStateManager&, float arg);
bool Stuck(CStateManager&, float arg);
bool AnimOver(CStateManager&, float arg);
bool InPosition(CStateManager&, float arg);
bool HasPatrolPath(CStateManager& mgr, float arg);
bool Attacked(CStateManager&, float arg);
bool PatternShagged(CStateManager&, float arg);
bool PatternOver(CStateManager&, float arg);
bool HasRetreatPattern(CStateManager& mgr, float arg);
bool HasAttackPattern(CStateManager& mgr, float arg);
bool NoPathNodes(CStateManager&, float arg);
bool PathShagged(CStateManager&, float arg);
bool PathFound(CStateManager&, float arg);
bool PathOver(CStateManager&, float arg);
bool Landed(CStateManager&, float arg);
bool PlayerSpot(CStateManager&, float arg);
bool SpotPlayer(CStateManager&, float arg);
bool Leash(CStateManager&, float arg);
bool InDetectionRange(CStateManager&, float arg);
bool InMaxRange(CStateManager&, float arg);
bool TooClose(CStateManager&, float arg);
bool InRange(CStateManager&, float arg);
bool OffLine(CStateManager&, float arg);
bool Default(CStateManager&, float arg) { return true; }
void PathFind(CStateManager&, EStateMsg msg, float dt);
void Dead(CStateManager&, EStateMsg msg, float dt);
void TargetPlayer(CStateManager&, EStateMsg msg, float dt);
void TargetPatrol(CStateManager&, EStateMsg msg, float dt);
void FollowPattern(CStateManager&, EStateMsg msg, float dt);
void Patrol(CStateManager&, EStateMsg msg, float dt);
void Start(CStateManager&, EStateMsg msg, float dt) {}
float magnitude) override;
void TakeDamage(const zeus::CVector3f&, float arg) override;
bool FixedRandom(CStateManager&, float arg) override;
bool Random(CStateManager&, float arg) override;
bool CodeTrigger(CStateManager&, float arg) override;
bool FixedDelay(CStateManager&, float arg) override;
bool RandomDelay(CStateManager&, float arg) override;
bool Delay(CStateManager&, float arg) override;
bool PatrolPathOver(CStateManager&, float arg) override;
bool Stuck(CStateManager&, float arg) override;
bool AnimOver(CStateManager&, float arg) override;
bool InPosition(CStateManager&, float arg) override;
bool HasPatrolPath(CStateManager& mgr, float arg) override;
bool Attacked(CStateManager&, float arg) override;
bool PatternShagged(CStateManager&, float arg) override;
bool PatternOver(CStateManager&, float arg) override;
bool HasRetreatPattern(CStateManager& mgr, float arg) override;
bool HasAttackPattern(CStateManager& mgr, float arg) override;
bool NoPathNodes(CStateManager&, float arg) override;
bool PathShagged(CStateManager&, float arg) override;
bool PathFound(CStateManager&, float arg) override;
bool PathOver(CStateManager&, float arg) override;
bool Landed(CStateManager&, float arg) override;
bool PlayerSpot(CStateManager&, float arg) override;
bool SpotPlayer(CStateManager&, float arg) override;
bool Leash(CStateManager&, float arg) override;
bool InDetectionRange(CStateManager&, float arg) override;
bool InMaxRange(CStateManager&, float arg) override;
bool TooClose(CStateManager&, float arg) override;
bool InRange(CStateManager&, float arg) override;
bool OffLine(CStateManager&, float arg) override;
bool Default(CStateManager&, float arg) override { return true; }
void PathFind(CStateManager&, EStateMsg msg, float dt) override;
void Dead(CStateManager&, EStateMsg msg, float dt) override;
void TargetPlayer(CStateManager&, EStateMsg msg, float dt) override;
void TargetPatrol(CStateManager&, EStateMsg msg, float dt) override;
void FollowPattern(CStateManager&, EStateMsg msg, float dt) override;
void Patrol(CStateManager&, EStateMsg msg, float dt) override;
void Start(CStateManager&, EStateMsg msg, float dt) override {}
void TryCommand(CStateManager& mgr, pas::EAnimationState state, CPatternedTryFunc func, int arg);
void TryLoopReaction(CStateManager& mgr, int arg);
@@ -364,7 +367,7 @@ public:
void LaunchProjectile(const zeus::CTransform& gunXf, CStateManager& mgr, int maxAllowed, EProjectileAttrib attrib,
bool playerHoming, const std::optional<TLockedToken<CGenDescription>>& visorParticle,
u16 visorSfx, bool sendCollideMsg, const zeus::CVector3f& scale);
void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type, float dt);
void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type, float dt) override;
void SetDestPos(const zeus::CVector3f& pos) { x2e0_destPos = pos; }
void UpdateAlphaDelta(float dt, CStateManager& mgr);