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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.
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

@@ -59,12 +59,12 @@ public:
const CDamageVulnerability& dVuln, const CActorParameters& aParams, bool loop, bool active,
u32 flags, CPlayerState::EBeamId beam);
void Think(float, CStateManager&);
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
void SetActive(bool active);
void PreRender(CStateManager&, const zeus::CFrustum&);
void AddToRenderer(const zeus::CFrustum&, const CStateManager&) const;
void Render(const CStateManager& mgr) const;
void Think(float, CStateManager&) override;
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) override;
void SetActive(bool active) 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 TouchModels(const CStateManager& mgr) const;
};
} // namespace urde