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

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