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