mirror of https://github.com/AxioDL/metaforce.git
Merge pull request #214 from lioncash/virtual
CGunWeapon: Make destructor virtual
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commit
eb38d96d9a
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@ -75,6 +75,8 @@ CGunWeapon::CGunWeapon(CAssetId ancsId, EWeaponType type, TUniqueId playerId, EM
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BuildDependencyList(x200_beamId);
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BuildDependencyList(x200_beamId);
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}
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}
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CGunWeapon::~CGunWeapon() = default;
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void CGunWeapon::AllocResPools(CPlayerState::EBeamId beam) {
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void CGunWeapon::AllocResPools(CPlayerState::EBeamId beam) {
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const auto& wPair = g_tweakGunRes->GetWeaponPair(beam);
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const auto& wPair = g_tweakGunRes->GetWeaponPair(beam);
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const char* const* muzzleNames = &skMuzzleNames[size_t(beam) * 2];
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const char* const* muzzleNames = &skMuzzleNames[size_t(beam) * 2];
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@ -116,6 +116,8 @@ protected:
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public:
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public:
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CGunWeapon(CAssetId ancsId, EWeaponType type, TUniqueId playerId, EMaterialTypes playerMaterial,
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CGunWeapon(CAssetId ancsId, EWeaponType type, TUniqueId playerId, EMaterialTypes playerMaterial,
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const zeus::CVector3f& scale);
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const zeus::CVector3f& scale);
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virtual ~CGunWeapon();
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void AsyncLoadSuitArm(CStateManager& mgr);
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void AsyncLoadSuitArm(CStateManager& mgr);
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virtual void Reset(CStateManager& mgr);
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virtual void Reset(CStateManager& mgr);
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virtual void PlayAnim(NWeaponTypes::EGunAnimType type, bool loop);
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virtual void PlayAnim(NWeaponTypes::EGunAnimType type, bool loop);
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