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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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@@ -45,30 +45,32 @@ public:
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float spotPlayerWaitTime, const CDamageInfo& playerShootDamage, const CDamageInfo& dInfo2,
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CAssetId dcln);
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
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void Think(float dt, CStateManager& mgr);
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void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type, float dt);
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std::optional<zeus::CAABox> GetTouchBounds() const;
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) override;
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void Think(float dt, CStateManager& mgr) override;
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void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type, float dt) override;
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std::optional<zeus::CAABox> GetTouchBounds() const override;
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const CDamageVulnerability* GetDamageVulnerability(const zeus::CVector3f&, const zeus::CVector3f&,
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const CDamageInfo&) const;
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const CDamageInfo&) const override;
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const CDamageVulnerability* GetDamageVulnerability() const { return &CDamageVulnerability::ImmuneVulnerabilty(); }
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const CDamageVulnerability* GetDamageVulnerability() const override {
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return &CDamageVulnerability::ImmuneVulnerabilty();
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}
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const CCollisionPrimitive* GetCollisionPrimitive() const;
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const CCollisionPrimitive* GetCollisionPrimitive() const override;
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zeus::CTransform GetPrimitiveTransform() const;
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zeus::CTransform GetPrimitiveTransform() const override;
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void InActive(CStateManager&, EStateMsg, float);
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void Active(CStateManager&, EStateMsg, float);
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void Suck(CStateManager&, EStateMsg, float);
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void Attack(CStateManager&, EStateMsg, float);
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void Crouch(CStateManager&, EStateMsg, float);
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bool InAttackPosition(CStateManager&, float);
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bool SpotPlayer(CStateManager&, float);
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bool ShouldAttack(CStateManager&, float);
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bool LostInterest(CStateManager&, float);
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bool Inside(CStateManager&, 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 Suck(CStateManager&, EStateMsg, float) override;
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void Attack(CStateManager&, EStateMsg, float) override;
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void Crouch(CStateManager&, EStateMsg, float) override;
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bool InAttackPosition(CStateManager&, float) override;
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bool SpotPlayer(CStateManager&, float) override;
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bool ShouldAttack(CStateManager&, float) override;
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bool LostInterest(CStateManager&, float) override;
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bool Inside(CStateManager&, float) override;
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};
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} // namespace urde::MP1
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