Merge pull request #214 from lioncash/virtual

CGunWeapon: Make destructor virtual
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Phillip Stephens 2020-03-12 15:11:02 -07:00 committed by GitHub
commit eb38d96d9a
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2 changed files with 4 additions and 0 deletions

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@ -75,6 +75,8 @@ CGunWeapon::CGunWeapon(CAssetId ancsId, EWeaponType type, TUniqueId playerId, EM
BuildDependencyList(x200_beamId); BuildDependencyList(x200_beamId);
} }
CGunWeapon::~CGunWeapon() = default;
void CGunWeapon::AllocResPools(CPlayerState::EBeamId beam) { void CGunWeapon::AllocResPools(CPlayerState::EBeamId beam) {
const auto& wPair = g_tweakGunRes->GetWeaponPair(beam); const auto& wPair = g_tweakGunRes->GetWeaponPair(beam);
const char* const* muzzleNames = &skMuzzleNames[size_t(beam) * 2]; const char* const* muzzleNames = &skMuzzleNames[size_t(beam) * 2];

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@ -116,6 +116,8 @@ protected:
public: public:
CGunWeapon(CAssetId ancsId, EWeaponType type, TUniqueId playerId, EMaterialTypes playerMaterial, CGunWeapon(CAssetId ancsId, EWeaponType type, TUniqueId playerId, EMaterialTypes playerMaterial,
const zeus::CVector3f& scale); const zeus::CVector3f& scale);
virtual ~CGunWeapon();
void AsyncLoadSuitArm(CStateManager& mgr); void AsyncLoadSuitArm(CStateManager& mgr);
virtual void Reset(CStateManager& mgr); virtual void Reset(CStateManager& mgr);
virtual void PlayAnim(NWeaponTypes::EGunAnimType type, bool loop); virtual void PlayAnim(NWeaponTypes::EGunAnimType type, bool loop);