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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-08 13:44:56 +00:00

RuntimeCommon: Use override where applicable

Continues the override modernization by applying it to the main
RuntimeCommon target. Resolves around 1100+ cases where override can be
used.
This commit is contained in:
Lioncash
2019-08-09 15:46:49 -04:00
parent 5eaa7a23e8
commit 9312eef905
86 changed files with 1173 additions and 1130 deletions

View File

@@ -235,15 +235,15 @@ public:
CBallCamera(TUniqueId uid, TUniqueId watchedId, const zeus::CTransform& xf, float fovy, float znear, float zfar,
float aspect);
void Accept(IVisitor& visitor);
void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId objId, CStateManager& stateMgr);
void ProcessInput(const CFinalInput& input, CStateManager& mgr);
void Reset(const zeus::CTransform&, CStateManager& mgr);
void Render(const CStateManager& mgr) const;
void Accept(IVisitor& visitor) override;
void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId objId, CStateManager& stateMgr) override;
void ProcessInput(const CFinalInput& input, CStateManager& mgr) override;
void Reset(const zeus::CTransform&, CStateManager& mgr) override;
void Render(const CStateManager& mgr) const override;
EBallCameraBehaviour GetBehaviour() const { return x188_behaviour; }
EBallCameraState GetState() const { return x400_state; }
void SetState(EBallCameraState state, CStateManager& mgr);
void Think(float dt, CStateManager& mgr);
void Think(float dt, CStateManager& mgr) override;
bool TransitionFromMorphBallState(CStateManager& mgr);
TUniqueId GetTooCloseActorId() const { return x3dc_tooCloseActorId; }
float GetTooCloseActorDistance() const { return x3e0_tooCloseActorDist; }

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@@ -62,10 +62,10 @@ class CCameraFilterPass final : public CCameraFilterPassBase {
std::optional<S> m_shader;
public:
void Update(float dt);
void SetFilter(EFilterType type, EFilterShape shape, float time, const zeus::CColor& color, CAssetId txtr);
void DisableFilter(float time);
void Draw() const;
void Update(float dt) override;
void SetFilter(EFilterType type, EFilterShape shape, float time, const zeus::CColor& color, CAssetId txtr) override;
void DisableFilter(float time) override;
void Draw() const override;
};
class CCameraFilterPassPoly {

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@@ -38,11 +38,11 @@ public:
CCinematicCamera(TUniqueId uid, std::string_view name, const CEntityInfo& info, const zeus::CTransform& xf,
bool active, float shotDuration, float fovy, float znear, float zfar, float aspect, u32 flags);
void Accept(IVisitor& visitor);
void Think(float dt, CStateManager& mgr);
void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager& mgr);
void ProcessInput(const CFinalInput&, CStateManager& mgr);
void Reset(const zeus::CTransform&, CStateManager& mgr);
void Accept(IVisitor& visitor) override;
void Think(float dt, CStateManager& mgr) override;
void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager& mgr) override;
void ProcessInput(const CFinalInput&, CStateManager& mgr) override;
void Reset(const zeus::CTransform&, CStateManager& mgr) override;
u32 GetFlags() const { return x21c_flags; }
void WasDeactivated(CStateManager& mgr);
void SendArrivedMsg(TUniqueId reciever, CStateManager& mgr);

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@@ -18,11 +18,11 @@ public:
CFirstPersonCamera(TUniqueId, const zeus::CTransform& xf, TUniqueId, float orbitCameraSpeed, float fov,
float nearplane, float farplane, float aspect);
void Accept(IVisitor& visitor);
void PreThink(float dt, CStateManager& mgr);
void Think(float dt, CStateManager& mgr);
void ProcessInput(const CFinalInput&, CStateManager& mgr);
void Reset(const zeus::CTransform&, CStateManager& mgr);
void Accept(IVisitor& visitor) override;
void PreThink(float dt, CStateManager& mgr) override;
void Think(float dt, CStateManager& mgr) override;
void ProcessInput(const CFinalInput&, CStateManager& mgr) override;
void Reset(const zeus::CTransform&, CStateManager& mgr) override;
void SkipCinematic();
const zeus::CTransform& GetGunFollowTransform() const { return x190_gunFollowXf; }

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@@ -32,8 +32,8 @@ public:
float fov, float nearz, float farz, float aspect, TUniqueId watchedId, bool disableInput,
u32 controllerIdx);
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
void SetActive(bool active);
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) override;
void SetActive(bool active) override;
virtual void ProcessInput(const CFinalInput&, CStateManager& mgr) = 0;
virtual void Reset(const zeus::CTransform&, CStateManager& mgr) = 0;

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@@ -24,12 +24,12 @@ class CInterpolationCamera : public CGameCamera {
public:
CInterpolationCamera(TUniqueId uid, const zeus::CTransform& xf);
void Accept(IVisitor& visitor);
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
void ProcessInput(const CFinalInput&, CStateManager& mgr);
void Render(const CStateManager&) const;
void Reset(const zeus::CTransform&, CStateManager& mgr);
void Think(float, CStateManager&);
void Accept(IVisitor& visitor) override;
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) override;
void ProcessInput(const CFinalInput&, CStateManager& mgr) override;
void Render(const CStateManager&) const override;
void Reset(const zeus::CTransform&, CStateManager& mgr) override;
void Think(float, CStateManager&) override;
void SetInterpolation(const zeus::CTransform& xf, const zeus::CVector3f& lookPos, float maxTime, float positionSpeed,
float rotationSpeed, TUniqueId camId, bool sinusoidal, CStateManager& mgr);
void DeactivateInterpCamera(CStateManager&);

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@@ -26,12 +26,12 @@ public:
float lengthExtent, float filterMag, float filterProportion, float minEaseDist, float maxEaseDist,
u32 flags, EInitialSplinePosition initPos);
void Accept(IVisitor&);
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
void Think(float, CStateManager&);
void Render(const CStateManager&) const {}
void ProcessInput(const CFinalInput&, CStateManager& mgr);
void Reset(const zeus::CTransform&, CStateManager& mgr);
void Accept(IVisitor&) override;
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) override;
void Think(float, CStateManager&) override;
void Render(const CStateManager&) const override {}
void ProcessInput(const CFinalInput&, CStateManager& mgr) override;
void Reset(const zeus::CTransform&, CStateManager& mgr) override;
zeus::CTransform MoveAlongSpline(float, CStateManager&);
void ClampToClosedDoor(CStateManager&);
};