mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-14 08:04:40 +00:00
virtuals removed
virtuals removed and replaced with override where necessary, clang-tidy to the rescue.
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parent
88a43f3137
commit
efbe5e90f5
255 changed files with 2164 additions and 2164 deletions
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@ -132,16 +132,16 @@ class ExplosionData : public GameBaseData {
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ExplosionData();
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DECLARE_CONOBJECT(ExplosionData);
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bool onAdd();
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bool preload(bool server, String &errorStr);
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bool onAdd() override;
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bool preload(bool server, String &errorStr) override;
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static void initPersistFields();
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virtual void packData(BitStream* stream);
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virtual void unpackData(BitStream* stream);
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void packData(BitStream* stream) override;
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void unpackData(BitStream* stream) override;
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public:
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/*C*/ ExplosionData(const ExplosionData&, bool = false);
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/*D*/ ~ExplosionData();
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ExplosionData* cloneAndPerformSubstitutions(const SimObject*, S32 index=0);
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virtual bool allowSubstitutions() const { return true; }
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bool allowSubstitutions() const override { return true; }
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void onShapeChanged() {}
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};
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@ -175,12 +175,12 @@ class Explosion : public GameBase, public ISceneLight
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U32 mCollideType;
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protected:
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bool onAdd();
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void onRemove();
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bool onAdd() override;
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void onRemove() override;
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bool explode();
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void processTick(const Move *move);
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void advanceTime(F32 dt);
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void processTick(const Move *move) override;
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void advanceTime(F32 dt) override;
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void updateEmitters( F32 dt );
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void launchDebris( Point3F &axis );
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void spawnSubExplosions();
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@ -188,7 +188,7 @@ class Explosion : public GameBase, public ISceneLight
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// Rendering
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protected:
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void prepRenderImage( SceneRenderState *state );
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void prepRenderImage( SceneRenderState *state ) override;
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void prepBatchRender(SceneRenderState *state);
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void prepModelView(SceneRenderState*);
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@ -198,10 +198,10 @@ class Explosion : public GameBase, public ISceneLight
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void setInitialState(const Point3F& point, const Point3F& normal, const F32 fade = 1.0);
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// ISceneLight
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virtual void submitLights( LightManager *lm, bool staticLighting );
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virtual LightInfo* getLight() { return mLight; }
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void submitLights( LightManager *lm, bool staticLighting ) override;
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LightInfo* getLight() override { return mLight; }
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bool onNewDataBlock( GameBaseData *dptr, bool reload );
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bool onNewDataBlock( GameBaseData *dptr, bool reload ) override;
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void setCollideType( U32 cType ){ mCollideType = cType; }
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DECLARE_CONOBJECT(Explosion);
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