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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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@@ -40,42 +40,42 @@ public:
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const CPatternedInfo&, EColliderType, CAssetId, float, float, float, float, float,
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const CActorParameters&, CAssetId, const CDamageInfo&);
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void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager& mgr);
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void PreThink(float, CStateManager&);
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void Think(float, CStateManager&);
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void Render(const CStateManager&) const;
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void Touch(CActor&, CStateManager&);
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void FluidFXThink(EFluidState, CScriptWater&, CStateManager&);
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void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager& mgr) override;
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void PreThink(float, CStateManager&) override;
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void Think(float, CStateManager&) override;
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void Render(const CStateManager&) const override;
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void Touch(CActor&, CStateManager&) override;
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void FluidFXThink(EFluidState, CScriptWater&, CStateManager&) override;
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void KnockBack(const zeus::CVector3f& dir, CStateManager& mgr, const CDamageInfo& dInfo, EKnockBackType type,
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bool inDeferred, float dt) {
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bool inDeferred, float dt) override {
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if (x5c8_ == 1)
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return;
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CPatterned::KnockBack(dir, mgr, dInfo, type, inDeferred, dt);
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}
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EWeaponCollisionResponseTypes GetCollisionResponseType(const zeus::CVector3f& point, const zeus::CVector3f&,
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const CWeaponMode&, EProjectileAttrib) const {
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const CWeaponMode&, EProjectileAttrib) const override {
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return HitShell(point) ? EWeaponCollisionResponseTypes::Unknown84 : EWeaponCollisionResponseTypes::Unknown34;
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}
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void DoUserAnimEvent(CStateManager&, const CInt32POINode&, EUserEventType, float);
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void CollidedWith(TUniqueId uid, const CCollisionInfoList& colList, CStateManager& mgr) {
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void DoUserAnimEvent(CStateManager&, const CInt32POINode&, EUserEventType, float) override;
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void CollidedWith(TUniqueId uid, const CCollisionInfoList& colList, CStateManager& mgr) override {
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if (x5c8_ == 2)
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return;
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CPatterned::CollidedWith(uid, colList, mgr);
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}
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const CCollisionPrimitive* GetCollisionPrimitive() const { return &x5a0_; }
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const CCollisionPrimitive* GetCollisionPrimitive() const override { return &x5a0_; }
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zeus::CAABox CalculateBoundingBox() const;
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CProjectileInfo* GetProjectileInfo() { return &x5ec_projectileInfo; }
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CProjectileInfo* GetProjectileInfo() override { return &x5ec_projectileInfo; }
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bool InAttackPosition(CStateManager&, float) { return x568_ >= x570_; }
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bool ShouldAttack(CStateManager&, float) { return x568_ >= x574_; }
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bool ShouldTurn(CStateManager&, float);
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bool AnimOver(CStateManager&, float) { return x5cc_ == 2; }
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bool InAttackPosition(CStateManager&, float) override { return x568_ >= x570_; }
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bool ShouldAttack(CStateManager&, float) override { return x568_ >= x574_; }
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bool ShouldTurn(CStateManager&, float) override;
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bool AnimOver(CStateManager&, float) override { return x5cc_ == 2; }
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void InActive(CStateManager&, EStateMsg, float);
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void Active(CStateManager&, EStateMsg, float);
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void Run(CStateManager&, EStateMsg, float);
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void TurnAround(CStateManager&, EStateMsg, float);
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void GetUp(CStateManager&, EStateMsg, float);
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void Attack(CStateManager&, EStateMsg, float);
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void InActive(CStateManager&, EStateMsg, float) override;
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void Active(CStateManager&, EStateMsg, float) override;
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void Run(CStateManager&, EStateMsg, float) override;
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void TurnAround(CStateManager&, EStateMsg, float) override;
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void GetUp(CStateManager&, EStateMsg, float) override;
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void Attack(CStateManager&, EStateMsg, float) override;
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};
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} // namespace urde::MP1
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