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.
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parent
88a43f3137
commit
efbe5e90f5
255 changed files with 2164 additions and 2164 deletions
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@ -68,7 +68,7 @@ class ProjectileData : public GameBaseData
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typedef GameBaseData Parent;
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protected:
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bool onAdd();
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bool onAdd() override;
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public:
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DECLARE_SHAPEASSET(ProjectileData, ProjectileShape, onShapeChanged);
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@ -134,9 +134,9 @@ public:
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ProjectileData();
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void packData(BitStream*);
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void unpackData(BitStream*);
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bool preload(bool server, String &errorStr);
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void packData(BitStream*) override;
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void unpackData(BitStream*) override;
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bool preload(bool server, String &errorStr) override;
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static bool setLifetime( void *object, const char *index, const char *data );
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static bool setArmingDelay( void *object, const char *index, const char *data );
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@ -152,7 +152,7 @@ public:
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DECLARE_CALLBACK( void, onCollision, ( Projectile* proj, SceneObject* col, F32 fade, Point3F pos, Point3F normal ) );
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public:
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ProjectileData(const ProjectileData&, bool = false);
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virtual bool allowSubstitutions() const { return true; }
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bool allowSubstitutions() const override { return true; }
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void onShapeChanged() {}
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};
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@ -190,26 +190,26 @@ public:
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DECLARE_CATEGORY("UNLISTED");
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// SimObject
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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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static void initPersistFields();
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// NetObject
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F32 getUpdatePriority(CameraScopeQuery *focusObject, U32 updateMask, S32 updateSkips);
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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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F32 getUpdatePriority(CameraScopeQuery *focusObject, U32 updateMask, S32 updateSkips) 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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// SceneObject
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Point3F getVelocity() const { return mCurrVelocity; }
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void processTick( const Move *move );
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void advanceTime( F32 dt );
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void interpolateTick( F32 delta );
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Point3F getVelocity() const override { return mCurrVelocity; }
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void processTick( const Move *move ) override;
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void advanceTime( F32 dt ) override;
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void interpolateTick( F32 delta ) override;
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// GameBase
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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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// Rendering
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void prepRenderImage( SceneRenderState *state );
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void prepRenderImage( SceneRenderState *state ) override;
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void prepBatchRender( SceneRenderState *state );
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/// Updates velocity and position, and performs collision testing.
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@ -269,8 +269,8 @@ protected:
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TSThread* mMaintainThread;
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// ISceneLight
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virtual void submitLights( LightManager *lm, bool staticLighting );
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virtual LightInfo* getLight() { return mLight; }
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void submitLights( LightManager *lm, bool staticLighting ) override;
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LightInfo* getLight() override { return mLight; }
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LightInfo *mLight;
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LightState mLightState;
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