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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:
Lioncash
2019-08-09 15:46:49 -04:00
parent 5eaa7a23e8
commit 9312eef905
86 changed files with 1173 additions and 1130 deletions

View File

@@ -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