virtuals removed

virtuals removed and replaced with override where necessary, clang-tidy to the rescue.
This commit is contained in:
marauder2k7 2024-03-18 18:13:00 +00:00
parent 88a43f3137
commit efbe5e90f5
255 changed files with 2164 additions and 2164 deletions

View file

@ -132,16 +132,16 @@ class ExplosionData : public GameBaseData {
ExplosionData();
DECLARE_CONOBJECT(ExplosionData);
bool onAdd();
bool preload(bool server, String &errorStr);
bool onAdd() override;
bool preload(bool server, String &errorStr) override;
static void initPersistFields();
virtual void packData(BitStream* stream);
virtual void unpackData(BitStream* stream);
void packData(BitStream* stream) override;
void unpackData(BitStream* stream) override;
public:
/*C*/ ExplosionData(const ExplosionData&, bool = false);
/*D*/ ~ExplosionData();
ExplosionData* cloneAndPerformSubstitutions(const SimObject*, S32 index=0);
virtual bool allowSubstitutions() const { return true; }
bool allowSubstitutions() const override { return true; }
void onShapeChanged() {}
};
@ -175,12 +175,12 @@ class Explosion : public GameBase, public ISceneLight
U32 mCollideType;
protected:
bool onAdd();
void onRemove();
bool onAdd() override;
void onRemove() override;
bool explode();
void processTick(const Move *move);
void advanceTime(F32 dt);
void processTick(const Move *move) override;
void advanceTime(F32 dt) override;
void updateEmitters( F32 dt );
void launchDebris( Point3F &axis );
void spawnSubExplosions();
@ -188,7 +188,7 @@ class Explosion : public GameBase, public ISceneLight
// Rendering
protected:
void prepRenderImage( SceneRenderState *state );
void prepRenderImage( SceneRenderState *state ) override;
void prepBatchRender(SceneRenderState *state);
void prepModelView(SceneRenderState*);
@ -198,10 +198,10 @@ class Explosion : public GameBase, public ISceneLight
void setInitialState(const Point3F& point, const Point3F& normal, const F32 fade = 1.0);
// ISceneLight
virtual void submitLights( LightManager *lm, bool staticLighting );
virtual LightInfo* getLight() { return mLight; }
void submitLights( LightManager *lm, bool staticLighting ) override;
LightInfo* getLight() override { return mLight; }
bool onNewDataBlock( GameBaseData *dptr, bool reload );
bool onNewDataBlock( GameBaseData *dptr, bool reload ) override;
void setCollideType( U32 cType ){ mCollideType = cType; }
DECLARE_CONOBJECT(Explosion);