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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-10 00:27:43 +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

@@ -35,20 +35,20 @@ class CBSAttack : public CBodyState {
void UpdatePhysicsActor(CBodyController& bc, float dt);
public:
bool CanShoot() const { return false; }
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController&) {}
bool CanShoot() const override { return false; }
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController&) override {}
};
class CBSProjectileAttack : public CBodyState {
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
public:
bool CanShoot() const { return true; }
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController&) {}
bool CanShoot() const override { return true; }
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController&) override {}
};
class CBSDie : public CBodyState {
@@ -56,11 +56,11 @@ class CBSDie : public CBodyState {
bool x8_isDead = false;
public:
bool IsDead() const { return x8_isDead; }
bool IsDying() const { return true; }
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController&) {}
bool IsDead() const override { return x8_isDead; }
bool IsDying() const override { return true; }
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController&) override {}
};
class CBSFall : public CBodyState {
@@ -70,9 +70,9 @@ class CBSFall : public CBodyState {
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
public:
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController& bc);
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController& bc) override;
};
class CBSGetup : public CBodyState {
@@ -80,9 +80,9 @@ class CBSGetup : public CBodyState {
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
public:
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController& bc);
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController& bc) override;
};
class CBSKnockBack : public CBodyState {
@@ -92,10 +92,10 @@ class CBSKnockBack : public CBodyState {
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
public:
bool IsMoving() const { return true; }
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController&) {}
bool IsMoving() const override { return true; }
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController&) override {}
};
class CBSLieOnGround : public CBodyState {
@@ -104,20 +104,20 @@ class CBSLieOnGround : public CBodyState {
public:
CBSLieOnGround(CActor& actor);
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController& bc);
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController& bc) override;
};
class CBSStep : public CBodyState {
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
public:
bool IsMoving() const { return true; }
bool CanShoot() const { return true; }
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController&) {}
bool IsMoving() const override { return true; }
bool CanShoot() const override { return true; }
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController&) override {}
};
class CBSTurn : public CBodyState {
@@ -128,17 +128,17 @@ protected:
bool FacingDest(CBodyController& bc) const;
public:
bool CanShoot() const { return true; }
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController&) {}
bool CanShoot() const override { return true; }
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController&) override {}
virtual pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
};
class CBSFlyerTurn : public CBSTurn {
public:
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
};
class CBSLoopAttack : public CBodyState {
@@ -153,10 +153,10 @@ public:
xc_24_waitForAnimOver = false;
xc_25_advance = false;
}
bool CanShoot() const { return true; }
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController&) {}
bool CanShoot() const override { return true; }
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController&) override {}
};
class CBSLoopReaction : public CBodyState {
@@ -168,9 +168,9 @@ class CBSLoopReaction : public CBodyState {
public:
CBSLoopReaction() { xc_24_loopHit = false; }
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController&) {}
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController&) override {}
};
class CBSGroundHit : public CBodyState {
@@ -180,18 +180,18 @@ class CBSGroundHit : public CBodyState {
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
public:
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController& bc);
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController& bc) override;
};
class CBSGenerate : public CBodyState {
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
public:
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController&) {}
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController&) override {}
};
class CBSJump : public CBodyState {
@@ -216,14 +216,14 @@ class CBSJump : public CBodyState {
void PlayJumpLoop(CStateManager& mgr, CBodyController& bc);
public:
bool IsMoving() const { return true; }
bool ApplyHeadTracking() const { return false; }
bool CanShoot() const;
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
bool ApplyAnimationDeltas() const;
bool IsInAir(const CBodyController& bc) const;
void Shutdown(CBodyController&) {}
bool IsMoving() const override { return true; }
bool ApplyHeadTracking() const override { return false; }
bool CanShoot() const override;
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
bool ApplyAnimationDeltas() const override;
bool IsInAir(const CBodyController& bc) const override;
void Shutdown(CBodyController&) override {}
};
class CBSHurled : public CBodyState {
@@ -245,12 +245,12 @@ class CBSHurled : public CBodyState {
public:
CBSHurled() { x2c_24_needsRecover = false; }
bool IsMoving() const { return true; }
bool IsInAir(const CBodyController&) const { return true; }
bool ApplyHeadTracking() const { return false; }
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController&) {}
bool IsMoving() const override { return true; }
bool IsInAir(const CBodyController&) const override { return true; }
bool ApplyHeadTracking() const override { return false; }
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController&) override {}
};
class CBSSlide : public CBodyState {
@@ -258,20 +258,20 @@ class CBSSlide : public CBodyState {
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
public:
bool ApplyHeadTracking() const { return false; }
bool IsMoving() const { return true; }
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController&) {}
bool ApplyHeadTracking() const override { return false; }
bool IsMoving() const override { return true; }
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController&) override {}
};
class CBSTaunt : public CBodyState {
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
public:
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController&) {}
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController&) override {}
};
class CBSScripted : public CBodyState {
@@ -286,10 +286,10 @@ class CBSScripted : public CBodyState {
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
public:
bool ApplyHeadTracking() const { return false; }
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController&) {}
bool ApplyHeadTracking() const override { return false; }
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController&) override {}
};
class CBSCover : public CBodyState {
@@ -299,12 +299,12 @@ class CBSCover : public CBodyState {
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
public:
bool ApplyHeadTracking() const { return false; }
bool IsMoving() const { return true; }
bool CanShoot() const { return x4_state == pas::ECoverState::Lean; }
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController&) {}
bool ApplyHeadTracking() const override { return false; }
bool IsMoving() const override { return true; }
bool CanShoot() const override { return x4_state == pas::ECoverState::Lean; }
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController&) override {}
};
class CBSWallHang : public CBodyState {
@@ -325,15 +325,15 @@ class CBSWallHang : public CBodyState {
void SetLaunchVelocity(CBodyController& bc);
public:
bool IsMoving() const { return true; }
bool CanShoot() const { return x4_state == pas::EWallHangState::WallHang; }
bool IsInAir(const CBodyController& bc) const;
bool ApplyGravity() const;
bool ApplyHeadTracking() const;
bool ApplyAnimationDeltas() const;
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController&) {}
bool IsMoving() const override { return true; }
bool CanShoot() const override { return x4_state == pas::EWallHangState::WallHang; }
bool IsInAir(const CBodyController& bc) const override;
bool ApplyGravity() const override;
bool ApplyHeadTracking() const override;
bool ApplyAnimationDeltas() const override;
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController&) override {}
};
class CBSLocomotion : public CBodyState {
@@ -344,11 +344,11 @@ protected:
float ComputeWeightPercentage(const std::pair<s32, float>& a, const std::pair<s32, float>& b, float f) const;
public:
bool IsMoving() const = 0;
bool CanShoot() const { return true; }
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
void Shutdown(CBodyController& bc);
bool IsMoving() const override = 0;
bool CanShoot() const override { return true; }
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController& bc) override;
virtual bool IsPitchable() const { return false; }
virtual float GetLocomotionSpeed(pas::ELocomotionType type, pas::ELocomotionAnim anim) const = 0;
virtual float ApplyLocomotionPhysics(float dt, CBodyController& bc);
@@ -370,11 +370,11 @@ protected:
public:
CBSBiPedLocomotion(CActor& actor);
bool IsMoving() const { return x3c4_anim != pas::ELocomotionAnim::Idle; }
void Start(CBodyController& bc, CStateManager& mgr);
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr);
float GetLocomotionSpeed(pas::ELocomotionType type, pas::ELocomotionAnim anim) const;
float UpdateLocomotionAnimation(float dt, float velMag, CBodyController& bc, bool init);
bool IsMoving() const override { return x3c4_anim != pas::ELocomotionAnim::Idle; }
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
float GetLocomotionSpeed(pas::ELocomotionType type, pas::ELocomotionAnim anim) const override;
float UpdateLocomotionAnimation(float dt, float velMag, CBodyController& bc, bool init) override;
virtual bool IsStrafing(const CBodyController& bc) const;
};
@@ -383,22 +383,22 @@ class CBSFlyerLocomotion : public CBSBiPedLocomotion {
public:
CBSFlyerLocomotion(CActor& actor, bool pitchable);
bool IsPitchable() const { return x3cc_pitchable; }
float ApplyLocomotionPhysics(float dt, CBodyController& bc);
bool IsPitchable() const override { return x3cc_pitchable; }
float ApplyLocomotionPhysics(float dt, CBodyController& bc) override;
virtual bool IsBackPedal(CBodyController& bc) const { return false; }
};
class CBSWallWalkerLocomotion : public CBSBiPedLocomotion {
public:
CBSWallWalkerLocomotion(CActor& actor);
float ApplyLocomotionPhysics(float dt, CBodyController& bc);
float ApplyLocomotionPhysics(float dt, CBodyController& bc) override;
};
class CBSNewFlyerLocomotion : public CBSBiPedLocomotion {
public:
CBSNewFlyerLocomotion(CActor& actor);
float ApplyLocomotionPhysics(float dt, CBodyController& bc);
float UpdateLocomotionAnimation(float dt, float velMag, CBodyController& bc, bool init);
float ApplyLocomotionPhysics(float dt, CBodyController& bc) override;
float UpdateLocomotionAnimation(float dt, float velMag, CBodyController& bc, bool init) override;
};
class CBSRestrictedLocomotion : public CBSLocomotion {
@@ -407,14 +407,14 @@ class CBSRestrictedLocomotion : public CBSLocomotion {
public:
CBSRestrictedLocomotion(CActor& actor);
bool IsMoving() const { return false; }
float GetLocomotionSpeed(pas::ELocomotionType type, pas::ELocomotionAnim anim) const { return 0.f; }
float UpdateLocomotionAnimation(float dt, float velMag, CBodyController& bc, bool init);
bool IsMoving() const override { return false; }
float GetLocomotionSpeed(pas::ELocomotionType type, pas::ELocomotionAnim anim) const override { return 0.f; }
float UpdateLocomotionAnimation(float dt, float velMag, CBodyController& bc, bool init) override;
};
class CBSRestrictedFlyerLocomotion : public CBSRestrictedLocomotion {
public:
CBSRestrictedFlyerLocomotion(CActor& actor);
float ApplyLocomotionPhysics(float dt, CBodyController& bc);
float ApplyLocomotionPhysics(float dt, CBodyController& bc) override;
};
} // namespace urde