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

@ -68,7 +68,7 @@ class ProjectileData : public GameBaseData
typedef GameBaseData Parent;
protected:
bool onAdd();
bool onAdd() override;
public:
DECLARE_SHAPEASSET(ProjectileData, ProjectileShape, onShapeChanged);
@ -134,9 +134,9 @@ public:
ProjectileData();
void packData(BitStream*);
void unpackData(BitStream*);
bool preload(bool server, String &errorStr);
void packData(BitStream*) override;
void unpackData(BitStream*) override;
bool preload(bool server, String &errorStr) override;
static bool setLifetime( void *object, const char *index, const char *data );
static bool setArmingDelay( void *object, const char *index, const char *data );
@ -152,7 +152,7 @@ public:
DECLARE_CALLBACK( void, onCollision, ( Projectile* proj, SceneObject* col, F32 fade, Point3F pos, Point3F normal ) );
public:
ProjectileData(const ProjectileData&, bool = false);
virtual bool allowSubstitutions() const { return true; }
bool allowSubstitutions() const override { return true; }
void onShapeChanged() {}
};
@ -190,26 +190,26 @@ public:
DECLARE_CATEGORY("UNLISTED");
// SimObject
bool onAdd();
void onRemove();
bool onAdd() override;
void onRemove() override;
static void initPersistFields();
// NetObject
F32 getUpdatePriority(CameraScopeQuery *focusObject, U32 updateMask, S32 updateSkips);
U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
F32 getUpdatePriority(CameraScopeQuery *focusObject, U32 updateMask, S32 updateSkips) override;
U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream) override;
void unpackUpdate(NetConnection *conn, BitStream *stream) override;
// SceneObject
Point3F getVelocity() const { return mCurrVelocity; }
void processTick( const Move *move );
void advanceTime( F32 dt );
void interpolateTick( F32 delta );
Point3F getVelocity() const override { return mCurrVelocity; }
void processTick( const Move *move ) override;
void advanceTime( F32 dt ) override;
void interpolateTick( F32 delta ) override;
// GameBase
bool onNewDataBlock( GameBaseData *dptr, bool reload );
bool onNewDataBlock( GameBaseData *dptr, bool reload ) override;
// Rendering
void prepRenderImage( SceneRenderState *state );
void prepRenderImage( SceneRenderState *state ) override;
void prepBatchRender( SceneRenderState *state );
/// Updates velocity and position, and performs collision testing.
@ -269,8 +269,8 @@ protected:
TSThread* mMaintainThread;
// 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; }
LightInfo *mLight;
LightState mLightState;