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.
This commit is contained in:
parent
88a43f3137
commit
efbe5e90f5
255 changed files with 2164 additions and 2164 deletions
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@ -357,14 +357,14 @@ struct PlayerData: public ShapeBaseData {
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//
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DECLARE_CONOBJECT(PlayerData);
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PlayerData();
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bool preload(bool server, String &errorStr);
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bool preload(bool server, String &errorStr) override;
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void getGroundInfo(TSShapeInstance*,TSThread*,ActionAnimation*);
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bool isTableSequence(S32 seq);
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bool isJumpAction(U32 action);
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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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/// @name Callbacks
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/// @{
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@ -599,7 +599,7 @@ protected:
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#endif
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protected:
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virtual void reSkin();
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void reSkin() override;
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void setState(ActionState state, U32 ticks=0);
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void updateState();
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@ -640,8 +640,8 @@ protected:
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/// @name Mounted objects
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/// @{
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virtual void onUnmount( SceneObject *obj, S32 node );
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virtual void unmount();
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void onUnmount( SceneObject *obj, S32 node ) override;
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void unmount() override;
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/// @}
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void setPosition(const Point3F& pos,const Point3F& viewRot);
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@ -653,19 +653,19 @@ protected:
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S32 findPrefixSequence(String* prefixPaths, const String& baseSeq);
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S32 convertActionToImagePrefix(U32 action);
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virtual void onImage(U32 imageSlot, bool unmount);
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virtual void onImageRecoil(U32 imageSlot,ShapeBaseImageData::StateData::RecoilState);
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virtual void onImageStateAnimation(U32 imageSlot, const char* seqName, bool direction, bool scaleToState, F32 stateTimeOutValue);
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virtual const char* getImageAnimPrefix(U32 imageSlot, S32 imageShapeIndex);
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virtual void onImageAnimThreadChange(U32 imageSlot, S32 imageShapeIndex, ShapeBaseImageData::StateData* lastState, const char* anim, F32 pos, F32 timeScale, bool reset=false);
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virtual void onImageAnimThreadUpdate(U32 imageSlot, S32 imageShapeIndex, F32 dt);
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void onImage(U32 imageSlot, bool unmount) override;
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void onImageRecoil(U32 imageSlot,ShapeBaseImageData::StateData::RecoilState) override;
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void onImageStateAnimation(U32 imageSlot, const char* seqName, bool direction, bool scaleToState, F32 stateTimeOutValue) override;
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const char* getImageAnimPrefix(U32 imageSlot, S32 imageShapeIndex) override;
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void onImageAnimThreadChange(U32 imageSlot, S32 imageShapeIndex, ShapeBaseImageData::StateData* lastState, const char* anim, F32 pos, F32 timeScale, bool reset=false) override;
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void onImageAnimThreadUpdate(U32 imageSlot, S32 imageShapeIndex, F32 dt) override;
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virtual void updateDamageLevel();
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virtual void updateDamageState();
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void updateDamageLevel() override;
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void updateDamageState() override;
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/// Set which client is controlling this player
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void setControllingClient(GameConnection* client);
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void setControllingClient(GameConnection* client) override;
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void calcClassRenderData();
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void calcClassRenderData() override;
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/// Play sound for foot contact.
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///
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@ -707,23 +707,23 @@ public:
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/// @name Transforms
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/// @{
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void setTransform(const MatrixF &mat);
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void getEyeTransform(MatrixF* mat);
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void getEyeBaseTransform(MatrixF* mat, bool includeBank);
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void getRenderEyeTransform(MatrixF* mat);
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void getRenderEyeBaseTransform(MatrixF* mat, bool includeBank);
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void getCameraParameters(F32 *min, F32 *max, Point3F *offset, MatrixF *rot);
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void getMuzzleTransform(U32 imageSlot,MatrixF* mat);
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void getRenderMuzzleTransform(U32 imageSlot,MatrixF* mat);
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void setTransform(const MatrixF &mat) override;
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void getEyeTransform(MatrixF* mat) override;
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void getEyeBaseTransform(MatrixF* mat, bool includeBank) override;
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void getRenderEyeTransform(MatrixF* mat) override;
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void getRenderEyeBaseTransform(MatrixF* mat, bool includeBank) override;
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void getCameraParameters(F32 *min, F32 *max, Point3F *offset, MatrixF *rot) override;
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void getMuzzleTransform(U32 imageSlot,MatrixF* mat) override;
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void getRenderMuzzleTransform(U32 imageSlot,MatrixF* mat) override;
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virtual void getMuzzleVector(U32 imageSlot,VectorF* vec);
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void getMuzzleVector(U32 imageSlot,VectorF* vec) override;
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/// @}
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F32 getSpeed() const;
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Point3F getVelocity() const;
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void setVelocity(const VectorF& vel);
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Point3F getVelocity() const override;
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void setVelocity(const VectorF& vel) override;
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/// Apply an impulse at the given point, with magnitude/direction of vec
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void applyImpulse(const Point3F& pos,const VectorF& vec);
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void applyImpulse(const Point3F& pos,const VectorF& vec) override;
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/// Get the rotation of the player
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const Point3F& getRotation() { return mRot; }
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/// Get the rotation of the head of the player
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@ -749,19 +749,19 @@ public:
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void getMuzzlePointAI( U32 imageSlot, Point3F *point );
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F32 getMaxForwardVelocity() const { return (mDataBlock != NULL ? mDataBlock->maxForwardSpeed : 0); }
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virtual bool isDisplacable() const;
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virtual Point3F getMomentum() const;
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virtual void setMomentum(const Point3F &momentum);
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virtual bool displaceObject(const Point3F& displaceVector);
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bool isDisplacable() const override;
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Point3F getMomentum() const override;
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void setMomentum(const Point3F &momentum) override;
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bool displaceObject(const Point3F& displaceVector) override;
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virtual bool getAIMove(Move*);
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bool checkDismountPosition(const MatrixF& oldPos, const MatrixF& newPos); ///< Is it safe to dismount here?
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//
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bool onAdd();
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void onRemove();
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bool onNewDataBlock( GameBaseData *dptr, bool reload );
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void onScaleChanged();
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bool onAdd() override;
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void onRemove() override;
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bool onNewDataBlock( GameBaseData *dptr, bool reload ) override;
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void onScaleChanged() override;
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Box3F mScaledBox;
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// Animation
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@ -771,28 +771,28 @@ public:
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bool setArmThread(const char* sequence);
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// Object control
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void setControlObject(ShapeBase *obj);
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ShapeBase* getControlObject();
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void setControlObject(ShapeBase *obj) override;
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ShapeBase* getControlObject() override;
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//
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void updateWorkingCollisionSet();
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virtual void processTick(const Move *move);
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void interpolateTick(F32 delta);
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void advanceTime(F32 dt);
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bool castRay(const Point3F &start, const Point3F &end, RayInfo* info);
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bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF &sphere);
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void buildConvex(const Box3F& box, Convex* convex);
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void processTick(const Move *move) override;
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void interpolateTick(F32 delta) override;
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void advanceTime(F32 dt) override;
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bool castRay(const Point3F &start, const Point3F &end, RayInfo* info) override;
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bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF &sphere) override;
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void buildConvex(const Box3F& box, Convex* convex) override;
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bool isControlObject();
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void onCameraScopeQuery(NetConnection *cr, CameraScopeQuery *);
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void writePacketData(GameConnection *conn, BitStream *stream);
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void readPacketData (GameConnection *conn, BitStream *stream);
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U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
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void unpackUpdate(NetConnection *conn, BitStream *stream);
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void onCameraScopeQuery(NetConnection *cr, CameraScopeQuery *) override;
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void writePacketData(GameConnection *conn, BitStream *stream) override;
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void readPacketData (GameConnection *conn, BitStream *stream) override;
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U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream) override;
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void unpackUpdate(NetConnection *conn, BitStream *stream) override;
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virtual void prepRenderImage( SceneRenderState* state );
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void prepRenderImage( SceneRenderState* state ) override;
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virtual void renderConvex( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );
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virtual void renderMountedImage( U32 imageSlot, TSRenderState &rstate, SceneRenderState *state );
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void renderMountedImage( U32 imageSlot, TSRenderState &rstate, SceneRenderState *state ) override;
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private:
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static void afx_consoleInit();
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void afx_init();
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@ -802,15 +802,15 @@ private:
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static bool sCorpsesHiddenFromRayCast;
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public:
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virtual void restoreAnimation(U32 tag);
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virtual U32 getAnimationID(const char* name);
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virtual U32 playAnimationByID(U32 anim_id, F32 pos, F32 rate, F32 trans, bool hold, bool wait, bool is_death_anim);
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virtual F32 getAnimationDurationByID(U32 anim_id);
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virtual bool isBlendAnimation(const char* name);
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virtual const char* getLastClipName(U32 clip_tag);
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virtual void unlockAnimation(U32 tag, bool force=false);
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virtual U32 lockAnimation();
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virtual bool isAnimationLocked() const { return ((anim_clip_flags & BLOCK_USER_CONTROL) != 0); }
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void restoreAnimation(U32 tag) override;
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U32 getAnimationID(const char* name) override;
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U32 playAnimationByID(U32 anim_id, F32 pos, F32 rate, F32 trans, bool hold, bool wait, bool is_death_anim) override;
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F32 getAnimationDurationByID(U32 anim_id) override;
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bool isBlendAnimation(const char* name) override;
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const char* getLastClipName(U32 clip_tag) override;
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void unlockAnimation(U32 tag, bool force=false) override;
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U32 lockAnimation() override;
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bool isAnimationLocked() const override { return ((anim_clip_flags & BLOCK_USER_CONTROL) != 0); }
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protected:
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bool overrideLookAnimation;
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