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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

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