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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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@@ -112,9 +112,9 @@ public:
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CPhysicsActor(TUniqueId, bool, std::string_view, const CEntityInfo&, const zeus::CTransform&, CModelData&&,
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const CMaterialList&, const zeus::CAABox&, const SMoverData&, const CActorParameters&, float, float);
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void Render(const CStateManager& mgr) const;
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zeus::CVector3f GetOrbitPosition(const CStateManager&) const;
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zeus::CVector3f GetAimPosition(const CStateManager&, float val) const;
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void Render(const CStateManager& mgr) const override;
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zeus::CVector3f GetOrbitPosition(const CStateManager&) const override;
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zeus::CVector3f GetAimPosition(const CStateManager&, float val) const override;
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virtual const CCollisionPrimitive* GetCollisionPrimitive() const;
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virtual zeus::CTransform GetPrimitiveTransform() const;
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virtual void CollidedWith(TUniqueId, const CCollisionInfoList&, CStateManager&);
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