mirror of
https://github.com/AxioDL/metaforce.git
synced 2025-12-15 12:46:08 +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:
@@ -75,48 +75,49 @@ public:
|
||||
const CDamageInfo& dInfo1, const CActorParameters&, CAssetId projectileWeapon,
|
||||
const CDamageInfo& projectileDamage, CAssetId projectileVisorParticle, u32 projecileVisorSfx);
|
||||
|
||||
void Accept(IVisitor& visitor);
|
||||
void Think(float dt, CStateManager& mgr);
|
||||
void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr);
|
||||
void Accept(IVisitor& visitor) override;
|
||||
void Think(float dt, CStateManager& mgr) override;
|
||||
void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr) override;
|
||||
|
||||
std::optional<zeus::CAABox> GetTouchBounds() const;
|
||||
void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type, float dt);
|
||||
const CCollisionPrimitive* GetCollisionPrimitive() const;
|
||||
void Death(CStateManager& mgr, const zeus::CVector3f& direction, EScriptObjectState state);
|
||||
bool IsListening() const;
|
||||
bool Listen(const zeus::CVector3f&, EListenNoiseType);
|
||||
zeus::CVector3f GetOrigin(const CStateManager& mgr, const CTeamAiRole& role, const zeus::CVector3f& aimPos) const;
|
||||
std::optional<zeus::CAABox> GetTouchBounds() const override;
|
||||
void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type, float dt) override;
|
||||
const CCollisionPrimitive* GetCollisionPrimitive() const override;
|
||||
void Death(CStateManager& mgr, const zeus::CVector3f& direction, EScriptObjectState state) 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 UpdateTouchBounds();
|
||||
bool IsRetreating() const { return x72e_30_isRetreating; }
|
||||
|
||||
void Patrol(CStateManager&, EStateMsg, float);
|
||||
void PathFind(CStateManager& mgr, EStateMsg msg, float dt);
|
||||
void TargetPatrol(CStateManager&, EStateMsg, float);
|
||||
void Generate(CStateManager&, EStateMsg, float);
|
||||
void Deactivate(CStateManager&, EStateMsg, float);
|
||||
void Attack(CStateManager&, EStateMsg, float);
|
||||
void JumpBack(CStateManager&, EStateMsg, float);
|
||||
void Shuffle(CStateManager&, EStateMsg, float);
|
||||
void ProjectileAttack(CStateManager&, EStateMsg, float);
|
||||
void TelegraphAttack(CStateManager&, EStateMsg, float);
|
||||
void Dodge(CStateManager&, EStateMsg, float);
|
||||
void Retreat(CStateManager&, EStateMsg, float);
|
||||
void SpecialAttack(CStateManager&, EStateMsg, float);
|
||||
void Patrol(CStateManager&, EStateMsg, float) override;
|
||||
void PathFind(CStateManager& mgr, EStateMsg msg, float dt) override;
|
||||
void TargetPatrol(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 Shuffle(CStateManager&, EStateMsg, float) override;
|
||||
void ProjectileAttack(CStateManager&, EStateMsg, float) override;
|
||||
void TelegraphAttack(CStateManager&, EStateMsg, float) override;
|
||||
void Dodge(CStateManager&, EStateMsg, float) override;
|
||||
void Retreat(CStateManager&, EStateMsg, float) override;
|
||||
void SpecialAttack(CStateManager&, EStateMsg, float) override;
|
||||
|
||||
bool InAttackPosition(CStateManager&, float);
|
||||
bool Leash(CStateManager&, float);
|
||||
bool PathShagged(CStateManager&, float);
|
||||
bool AnimOver(CStateManager&, float);
|
||||
bool ShouldAttack(CStateManager&, float);
|
||||
bool InPosition(CStateManager&, float);
|
||||
bool ShouldTurn(CStateManager&, float);
|
||||
bool HearShot(CStateManager&, float);
|
||||
bool ShouldFire(CStateManager&, float);
|
||||
bool ShouldDodge(CStateManager&, float);
|
||||
bool ShouldSpecialAttack(CStateManager&, float);
|
||||
bool InAttackPosition(CStateManager&, float) override;
|
||||
bool Leash(CStateManager&, float) override;
|
||||
bool PathShagged(CStateManager&, float) override;
|
||||
bool AnimOver(CStateManager&, float) override;
|
||||
bool ShouldAttack(CStateManager&, float) override;
|
||||
bool InPosition(CStateManager&, float) override;
|
||||
bool ShouldTurn(CStateManager&, float) override;
|
||||
bool HearShot(CStateManager&, float) override;
|
||||
bool ShouldFire(CStateManager&, float) override;
|
||||
bool ShouldDodge(CStateManager&, float) override;
|
||||
bool ShouldSpecialAttack(CStateManager&, float) override;
|
||||
|
||||
CPathFindSearch* GetSearchPath();
|
||||
CProjectileInfo* GetProjectileInfo();
|
||||
CPathFindSearch* GetSearchPath() override;
|
||||
CProjectileInfo* GetProjectileInfo() override;
|
||||
};
|
||||
} // namespace MP1
|
||||
} // namespace urde
|
||||
|
||||
Reference in New Issue
Block a user