mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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virtuals removed
virtuals removed and replaced with override where necessary, clang-tidy to the rescue.
This commit is contained in:
parent
88a43f3137
commit
efbe5e90f5
255 changed files with 2164 additions and 2164 deletions
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@ -69,10 +69,10 @@ class ParticleEmitterData : public GameBaseData
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ParticleEmitterData();
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DECLARE_CONOBJECT(ParticleEmitterData);
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static void initPersistFields();
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void packData(BitStream* stream);
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void unpackData(BitStream* stream);
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bool preload(bool server, String &errorStr);
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bool onAdd();
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void packData(BitStream* stream) override;
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void unpackData(BitStream* stream) override;
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bool preload(bool server, String &errorStr) override;
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bool onAdd() override;
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void allocPrimBuffer( S32 overrideSize = -1 );
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public:
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@ -147,7 +147,7 @@ public:
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/*C*/ ParticleEmitterData(const ParticleEmitterData&, bool = false);
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/*D*/ ~ParticleEmitterData();
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virtual ParticleEmitterData* 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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};
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//*****************************************************************************
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@ -184,7 +184,7 @@ class ParticleEmitter : public GameBase
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void setColors( LinearColorF *colorList );
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ParticleEmitterData *getDataBlock(){ return mDataBlock; }
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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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/// By default, a particle renderer will wait for it's owner to delete it. When this
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/// is turned on, it will delete itself as soon as it's particle count drops to zero.
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@ -259,15 +259,15 @@ class ParticleEmitter : public GameBase
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/// @}
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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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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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// 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 copyToVB( const Point3F &camPos, const LinearColorF &ambientColor );
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// PEngine interface
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