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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-18 02:05:23 +00:00

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

@@ -24,9 +24,9 @@ class CPirateRagDoll : public CRagDoll {
public:
CPirateRagDoll(CStateManager& mgr, CSpacePirate* sp, u16 thudSfx, u32 flags);
void PreRender(const zeus::CVector3f& v, CModelData& mData);
void Update(CStateManager& mgr, float dt, float waterTop);
void Prime(CStateManager& mgr, const zeus::CTransform& xf, CModelData& mData);
void PreRender(const zeus::CVector3f& v, CModelData& mData) override;
void Update(CStateManager& mgr, float dt, float waterTop) override;
void Prime(CStateManager& mgr, const zeus::CTransform& xf, CModelData& mData) override;
zeus::CVector3f& TorsoImpulse() { return x84_torsoImpulse; }
};
@@ -249,96 +249,97 @@ public:
CSpacePirate(TUniqueId, std::string_view, const CEntityInfo&, const zeus::CTransform&, CModelData&&,
const CActorParameters&, const CPatternedInfo&, CInputStream&, u32);
void Accept(IVisitor& visitor);
void Think(float dt, CStateManager& mgr);
void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr);
void PreRender(CStateManager& mgr, const zeus::CFrustum& frustum);
void Render(const CStateManager& mgr) const;
void Accept(IVisitor& visitor) override;
void Think(float dt, CStateManager& mgr) override;
void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr) override;
void PreRender(CStateManager& mgr, const zeus::CFrustum& frustum) override;
void Render(const CStateManager& mgr) const override;
void CalculateRenderBounds();
void Touch(CActor& other, CStateManager& mgr);
zeus::CAABox GetSortingBounds(const CStateManager& mgr) const;
void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type, float dt);
void Death(CStateManager& mgr, const zeus::CVector3f& direction, EScriptObjectState state);
void CalculateRenderBounds() override;
void Touch(CActor& other, CStateManager& mgr) override;
zeus::CAABox GetSortingBounds(const CStateManager& mgr) const override;
void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type, float dt) override;
void Death(CStateManager& mgr, const zeus::CVector3f& direction, EScriptObjectState state) override;
void KnockBack(const zeus::CVector3f&, CStateManager&, const CDamageInfo& info, EKnockBackType type, bool inDeferred,
float magnitude);
bool IsListening() const;
bool Listen(const zeus::CVector3f&, EListenNoiseType);
zeus::CVector3f GetOrigin(const CStateManager& mgr, const CTeamAiRole& role, const zeus::CVector3f& aimPos) const;
float magnitude) override;
bool IsListening() const override;
bool Listen(const zeus::CVector3f&, EListenNoiseType) override;
zeus::CVector3f GetOrigin(const CStateManager& mgr, const CTeamAiRole& role,
const zeus::CVector3f& aimPos) const override;
void DetachActorFromPirate() { x7b4_attachedActor = kInvalidUniqueId; }
bool AttachActorToPirate(TUniqueId id);
void SetAttackTarget(TUniqueId id);
void Patrol(CStateManager&, EStateMsg, float);
void Dead(CStateManager&, EStateMsg, float);
void PathFind(CStateManager& mgr, EStateMsg msg, float dt);
void TargetPatrol(CStateManager&, EStateMsg, float);
void TargetCover(CStateManager&, EStateMsg, float);
void Halt(CStateManager&, EStateMsg, float);
void Run(CStateManager&, EStateMsg, float);
void Generate(CStateManager&, EStateMsg, float);
void Deactivate(CStateManager&, EStateMsg, float);
void Attack(CStateManager&, EStateMsg, float);
void JumpBack(CStateManager&, EStateMsg, float);
void DoubleSnap(CStateManager&, EStateMsg, float);
void Shuffle(CStateManager&, EStateMsg, float);
void TurnAround(CStateManager&, EStateMsg, float);
void Skid(CStateManager&, EStateMsg, float);
void CoverAttack(CStateManager&, EStateMsg, float);
void Crouch(CStateManager&, EStateMsg, float);
void GetUp(CStateManager&, EStateMsg, float);
void Taunt(CStateManager&, EStateMsg, float);
void Flee(CStateManager&, EStateMsg, float);
void Lurk(CStateManager&, EStateMsg, float);
void Jump(CStateManager&, EStateMsg, float);
void Dodge(CStateManager&, EStateMsg, float);
void Cover(CStateManager&, EStateMsg, float);
void Approach(CStateManager&, EStateMsg, float);
void WallHang(CStateManager&, EStateMsg, float);
void WallDetach(CStateManager&, EStateMsg, float);
void Enraged(CStateManager&, EStateMsg, float);
void SpecialAttack(CStateManager&, EStateMsg, float);
void Bounce(CStateManager&, EStateMsg, float);
void PathFindEx(CStateManager&, EStateMsg, float);
void Patrol(CStateManager&, EStateMsg, float) override;
void Dead(CStateManager&, EStateMsg, float) override;
void PathFind(CStateManager& mgr, EStateMsg msg, float dt) override;
void TargetPatrol(CStateManager&, EStateMsg, float) override;
void TargetCover(CStateManager&, EStateMsg, float) override;
void Halt(CStateManager&, EStateMsg, float) override;
void Run(CStateManager&, EStateMsg, float) override;
void Generate(CStateManager&, EStateMsg, float) override;
void Deactivate(CStateManager&, EStateMsg, float) override;
void Attack(CStateManager&, EStateMsg, float) override;
void JumpBack(CStateManager&, EStateMsg, float) override;
void DoubleSnap(CStateManager&, EStateMsg, float) override;
void Shuffle(CStateManager&, EStateMsg, float) override;
void TurnAround(CStateManager&, EStateMsg, float) override;
void Skid(CStateManager&, EStateMsg, float) override;
void CoverAttack(CStateManager&, EStateMsg, float) override;
void Crouch(CStateManager&, EStateMsg, float) override;
void GetUp(CStateManager&, EStateMsg, float) override;
void Taunt(CStateManager&, EStateMsg, float) override;
void Flee(CStateManager&, EStateMsg, float) override;
void Lurk(CStateManager&, EStateMsg, float) override;
void Jump(CStateManager&, EStateMsg, float) override;
void Dodge(CStateManager&, EStateMsg, float) override;
void Cover(CStateManager&, EStateMsg, float) override;
void Approach(CStateManager&, EStateMsg, float) override;
void WallHang(CStateManager&, EStateMsg, float) override;
void WallDetach(CStateManager&, EStateMsg, float) override;
void Enraged(CStateManager&, EStateMsg, float) override;
void SpecialAttack(CStateManager&, EStateMsg, float) override;
void Bounce(CStateManager&, EStateMsg, float) override;
void PathFindEx(CStateManager&, EStateMsg, float) override;
bool Leash(CStateManager&, float);
bool OffLine(CStateManager&, float);
bool Attacked(CStateManager&, float);
bool InRange(CStateManager&, float);
bool SpotPlayer(CStateManager&, float);
bool PatternOver(CStateManager&, float);
bool PatternShagged(CStateManager&, float);
bool AnimOver(CStateManager&, float);
bool ShouldAttack(CStateManager&, float);
bool ShouldJumpBack(CStateManager& mgr, float arg);
bool Stuck(CStateManager&, float);
bool Landed(CStateManager&, float);
bool HearShot(CStateManager&, float);
bool HearPlayer(CStateManager&, float);
bool CoverCheck(CStateManager&, float);
bool CoverFind(CStateManager&, float);
bool CoverBlown(CStateManager&, float);
bool CoverNearlyBlown(CStateManager&, float);
bool CoveringFire(CStateManager&, float);
bool LineOfSight(CStateManager&, float);
bool AggressionCheck(CStateManager&, float);
bool ShouldDodge(CStateManager&, float);
bool ShouldRetreat(CStateManager&, float);
bool ShouldCrouch(CStateManager&, float);
bool ShouldMove(CStateManager&, float);
bool ShotAt(CStateManager&, float);
bool HasTargetingPoint(CStateManager&, float);
bool ShouldWallHang(CStateManager&, float);
bool StartAttack(CStateManager&, float);
bool BreakAttack(CStateManager&, float);
bool ShouldStrafe(CStateManager& mgr, float arg);
bool ShouldSpecialAttack(CStateManager&, float);
bool LostInterest(CStateManager&, float);
bool BounceFind(CStateManager& mgr, float arg);
bool Leash(CStateManager&, float) override;
bool OffLine(CStateManager&, float) override;
bool Attacked(CStateManager&, float) override;
bool InRange(CStateManager&, float) override;
bool SpotPlayer(CStateManager&, float) override;
bool PatternOver(CStateManager&, float) override;
bool PatternShagged(CStateManager&, float) override;
bool AnimOver(CStateManager&, float) override;
bool ShouldAttack(CStateManager&, float) override;
bool ShouldJumpBack(CStateManager& mgr, float arg) override;
bool Stuck(CStateManager&, float) override;
bool Landed(CStateManager&, float) override;
bool HearShot(CStateManager&, float) override;
bool HearPlayer(CStateManager&, float) override;
bool CoverCheck(CStateManager&, float) override;
bool CoverFind(CStateManager&, float) override;
bool CoverBlown(CStateManager&, float) override;
bool CoverNearlyBlown(CStateManager&, float) override;
bool CoveringFire(CStateManager&, float) override;
bool LineOfSight(CStateManager&, float) override;
bool AggressionCheck(CStateManager&, float) override;
bool ShouldDodge(CStateManager&, float) override;
bool ShouldRetreat(CStateManager&, float) override;
bool ShouldCrouch(CStateManager&, float) override;
bool ShouldMove(CStateManager&, float) override;
bool ShotAt(CStateManager&, float) override;
bool HasTargetingPoint(CStateManager&, float) override;
bool ShouldWallHang(CStateManager&, float) override;
bool StartAttack(CStateManager&, float) override;
bool BreakAttack(CStateManager&, float) override;
bool ShouldStrafe(CStateManager& mgr, float arg) override;
bool ShouldSpecialAttack(CStateManager&, float) override;
bool LostInterest(CStateManager&, float) override;
bool BounceFind(CStateManager& mgr, float arg) override;
CPathFindSearch* GetSearchPath();
u8 GetModelAlphau8(const CStateManager& mgr) const;
float GetGravityConstant() const;
CProjectileInfo* GetProjectileInfo();
CPathFindSearch* GetSearchPath() override;
u8 GetModelAlphau8(const CStateManager& mgr) const override;
float GetGravityConstant() const override;
CProjectileInfo* GetProjectileInfo() override;
};
} // namespace urde::MP1