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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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@@ -32,17 +32,17 @@ public:
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const CHealthInfo& hInfo, const CDamageVulnerability& dVuln, const CActorParameters& actParms,
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bool looping, bool active, s32 shaderIdx, float xrayAlpha, bool noThermalHotZ, bool castsShadow,
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bool scaleAdvancementDelta, bool materialFlag54);
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void Accept(IVisitor& visitor);
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
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void Think(float, CStateManager&);
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void PreRender(CStateManager&, const zeus::CFrustum&);
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zeus::CAABox GetSortingBounds(const CStateManager&) const;
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void Accept(IVisitor& visitor) override;
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) override;
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void Think(float, CStateManager&) override;
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void PreRender(CStateManager&, const zeus::CFrustum&) override;
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zeus::CAABox GetSortingBounds(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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std::optional<zeus::CAABox> GetTouchBounds() const;
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void Touch(CActor&, CStateManager&);
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const CDamageVulnerability* GetDamageVulnerability() const { return &x268_damageVulnerability; }
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CHealthInfo* HealthInfo(CStateManager&) { return &x260_currentHealth; }
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const CWeaponMode&, EProjectileAttrib) const override;
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std::optional<zeus::CAABox> GetTouchBounds() const override;
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void Touch(CActor&, CStateManager&) override;
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const CDamageVulnerability* GetDamageVulnerability() const override { return &x268_damageVulnerability; }
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CHealthInfo* HealthInfo(CStateManager&) override { return &x260_currentHealth; }
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bool IsPlayerActor() const { return x2e3_24_isPlayerActor; }
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};
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}; // namespace urde
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