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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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@@ -52,27 +52,27 @@ public:
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CAssetId projectile, const CDamageInfo& dInfo, CAssetId beamContactFxId, CAssetId beamPulseFxId,
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CAssetId beamTextureId, CAssetId beamGlowTextureId);
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void Accept(IVisitor& visitor);
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void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager&);
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void Think(float dt, CStateManager& mgr);
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void AddToRenderer(const zeus::CFrustum&, const CStateManager&) const;
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void OnScanStateChanged(EScanState, CStateManager&);
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CProjectileInfo* GetProjectileInfo() { return &x5ac_projectileInfo; }
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zeus::CAABox GetSortingBounds(const CStateManager&) const {
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void Accept(IVisitor& visitor) override;
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void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager&) override;
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void Think(float dt, CStateManager& mgr) override;
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void AddToRenderer(const zeus::CFrustum&, const CStateManager&) const override;
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void OnScanStateChanged(EScanState, CStateManager&) override;
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CProjectileInfo* GetProjectileInfo() override { return &x5ac_projectileInfo; }
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zeus::CAABox GetSortingBounds(const CStateManager&) const override {
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zeus::CAABox box = GetModelData()->GetBounds();
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return zeus::CAABox({-0.5f, -0.5f, box.min.z()}, {0.5f, 0.5f, box.max.z()}).getTransformedAABox(x34_transform);
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}
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std::optional<zeus::CAABox> GetTouchBounds() const { return {}; }
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void DoUserAnimEvent(CStateManager&, const CInt32POINode&, EUserEventType, float dt);
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void Generate(CStateManager&, EStateMsg, float);
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void Attack(CStateManager&, EStateMsg, float);
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void Patrol(CStateManager&, EStateMsg, float);
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bool ShouldTurn(CStateManager&, float);
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bool ShouldAttack(CStateManager&, float);
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bool AIStage(CStateManager&, float);
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bool AnimOver(CStateManager&, float);
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bool InAttackPosition(CStateManager&, float);
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std::optional<zeus::CAABox> GetTouchBounds() const override { return {}; }
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void DoUserAnimEvent(CStateManager&, const CInt32POINode&, EUserEventType, float dt) override;
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void Generate(CStateManager&, EStateMsg, float) override;
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void Attack(CStateManager&, EStateMsg, float) override;
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void Patrol(CStateManager&, EStateMsg, float) override;
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bool ShouldTurn(CStateManager&, float) override;
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bool ShouldAttack(CStateManager&, float) override;
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bool AIStage(CStateManager&, float) override;
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bool AnimOver(CStateManager&, float) override;
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bool InAttackPosition(CStateManager&, float) override;
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};
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} // namespace MP1
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