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