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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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@@ -46,16 +46,16 @@ public:
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const CActorParameters&, const CPatternedInfo&, CAssetId, CAssetId, const CDamageInfo&, CAssetId, float,
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float, float, const CDamageVulnerability&, float, float, float, s16, s16, s16, float);
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) override;
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void Think(float, CStateManager&);
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const CDamageVulnerability* GetDamageVulnerability() const;
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void Think(float, CStateManager&) override;
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const CDamageVulnerability* GetDamageVulnerability() const override;
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EWeaponCollisionResponseTypes GetCollisionResponseType(const zeus::CVector3f&, const zeus::CVector3f&,
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const CWeaponMode& mode, EProjectileAttrib) const {
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const CWeaponMode& mode, EProjectileAttrib) const override {
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return GetDamageVulnerability()->WeaponHits(mode, false) ? EWeaponCollisionResponseTypes::AtomicBeta
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: EWeaponCollisionResponseTypes::AtomicBetaReflect;
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}
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void Death(CStateManager&, const zeus::CVector3f&, EScriptObjectState);
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void Death(CStateManager&, const zeus::CVector3f&, EScriptObjectState) override;
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static bool IsPlayerBeamChargedEnough(const CStateManager& mgr);
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};
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} // namespace urde::MP1
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