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