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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.
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

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