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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

@@ -24,21 +24,21 @@ public:
const CPatternedInfo&, const CActorParameters&, CAssetId, CAssetId, const CDamageInfo&, const CDamageInfo&,
float, float, float, float);
void Accept(IVisitor&);
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
void Think(float, CStateManager&);
void Render(const CStateManager&) const;
void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type, float dt);
CProjectileInfo* GetProjectileInfo() { return &x6c0_projectileInfo; }
std::optional<zeus::CAABox> GetTouchBounds() const;
void Touch(CActor&, CStateManager&);
CPathFindSearch* GetSearchPath() { return &x5d8_searchPath; }
void Patrol(CStateManager&, EStateMsg, float);
void Active(CStateManager&, EStateMsg, float);
void Enraged(CStateManager&, EStateMsg, float);
void ProjectileAttack(CStateManager&, EStateMsg, float);
void Generate(CStateManager&, EStateMsg, float);
bool ShouldAttack(CStateManager&, float);
void MassiveDeath(CStateManager&);
void Accept(IVisitor&) override;
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) override;
void Think(float, CStateManager&) override;
void Render(const CStateManager&) const override;
void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type, float dt) override;
CProjectileInfo* GetProjectileInfo() override { return &x6c0_projectileInfo; }
std::optional<zeus::CAABox> GetTouchBounds() const override;
void Touch(CActor&, CStateManager&) override;
CPathFindSearch* GetSearchPath() override { return &x5d8_searchPath; }
void Patrol(CStateManager&, EStateMsg, float) override;
void Active(CStateManager&, EStateMsg, float) override;
void Enraged(CStateManager&, EStateMsg, float) override;
void ProjectileAttack(CStateManager&, EStateMsg, float) override;
void Generate(CStateManager&, EStateMsg, float) override;
bool ShouldAttack(CStateManager&, float) override;
void MassiveDeath(CStateManager&) override;
};
} // namespace urde::MP1