mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-15 16:44:36 +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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@ -140,11 +140,11 @@ public:
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static void initPersistFields();
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virtual bool onAdd();
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virtual bool preload(bool server, String &errorStr);
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bool onAdd() override;
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bool preload(bool server, String &errorStr) override;
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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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S32 lookupState(const char* name); ///< Get a state by name.
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};
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@ -271,9 +271,9 @@ public:
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static void initPersistFields();
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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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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 addToIgnoreList(ShapeBase* obj);
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void removeFromIgnoreList(ShapeBase* obj);
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@ -305,7 +305,7 @@ public:
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void setAllGunsFiring(bool fire);
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void setGunSlotFiring(S32 slot, bool fire);
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virtual void setTransform(const MatrixF &mat);
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void setTransform(const MatrixF &mat) override;
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void getScanTransform(MatrixF& mat);
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void getAimTransform(MatrixF& mat);
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@ -316,13 +316,13 @@ public:
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void recenterTurret();
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virtual void processTick(const Move *move);
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virtual 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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virtual U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
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virtual void unpackUpdate(NetConnection *conn, BitStream *stream);
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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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void prepBatchRender( SceneRenderState *state, S32 mountedImageIndex );
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void prepBatchRender( SceneRenderState *state, S32 mountedImageIndex ) override;
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DECLARE_CONOBJECT(AITurretShape);
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};
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@ -88,10 +88,10 @@ public:
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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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virtual bool preload(bool server, String &errorStr);
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bool preload(bool server, String &errorStr) override;
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DECLARE_CALLBACK( void, onMountObject, ( SceneObject* turret, SceneObject* obj, S32 node ) );
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DECLARE_CALLBACK( void, onUnmountObject, ( SceneObject* turret, SceneObject* obj ) );
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@ -150,7 +150,7 @@ protected:
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void _applyLimits(Point3F& rot);
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bool _outsideLimits(Point3F& rot); ///< Return true if any angle is outside of the limits
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void onUnmount(SceneObject* obj,S32 node);
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void onUnmount(SceneObject* obj,S32 node) override;
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// Script level control
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bool allowManualRotation;
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@ -158,9 +158,9 @@ protected:
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void updateAnimation(F32 dt);
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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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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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public:
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@ -169,18 +169,18 @@ public:
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static void initPersistFields();
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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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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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const char* getStateName();
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virtual void updateDamageLevel();
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void updateDamageLevel() override;
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virtual void processTick(const Move *move);
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virtual void interpolateTick(F32 dt);
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virtual void advanceTime(F32 dt);
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void processTick(const Move *move) override;
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void interpolateTick(F32 dt) override;
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void advanceTime(F32 dt) override;
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virtual void setTransform( const MatrixF &mat );
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void setTransform( const MatrixF &mat ) override;
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virtual bool getAllowManualRotation() { return allowManualRotation; }
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virtual void setAllowManualRotation(bool allow) { setMaskBits(TurretUpdateMask); allowManualRotation = allow; }
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@ -197,28 +197,28 @@ public:
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bool doRespawn() { return mRespawn; };
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virtual void mountObject( SceneObject *obj, S32 node, const MatrixF &xfm = MatrixF::Identity );
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virtual void unmountObject( SceneObject *obj );
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void mountObject( SceneObject *obj, S32 node, const MatrixF &xfm = MatrixF::Identity ) override;
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void unmountObject( SceneObject *obj ) override;
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virtual void getCameraParameters(F32 *min,F32* max,Point3F* offset,MatrixF* rot);
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virtual void getCameraTransform(F32* pos,MatrixF* mat);
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void getCameraParameters(F32 *min,F32* max,Point3F* offset,MatrixF* rot) override;
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void getCameraTransform(F32* pos,MatrixF* mat) override;
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virtual void writePacketData( GameConnection* conn, BitStream* stream );
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virtual void readPacketData( GameConnection* conn, BitStream* stream );
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virtual U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
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virtual void unpackUpdate(NetConnection *conn, BitStream *stream);
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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 getWeaponMountTransform( S32 index, const MatrixF &xfm, MatrixF *outMat );
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virtual void getRenderWeaponMountTransform( F32 delta, S32 index, const MatrixF &xfm, MatrixF *outMat );
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virtual void getImageTransform(U32 imageSlot,MatrixF* mat);
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virtual void getRenderImageTransform(U32 imageSlot,MatrixF* mat,bool noEyeOffset=false);
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void getImageTransform(U32 imageSlot,MatrixF* mat) override;
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void getRenderImageTransform(U32 imageSlot,MatrixF* mat,bool noEyeOffset=false) override;
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virtual void getImageTransform(U32 imageSlot,S32 node, MatrixF* mat);
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virtual void getRenderImageTransform(U32 imageSlot,S32 node, MatrixF* mat);
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void getImageTransform(U32 imageSlot,S32 node, MatrixF* mat) override;
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void getRenderImageTransform(U32 imageSlot,S32 node, MatrixF* mat) override;
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virtual void prepRenderImage( SceneRenderState* state );
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virtual void prepBatchRender( SceneRenderState *state, S32 mountedImageIndex );
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void prepRenderImage( SceneRenderState* state ) override;
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void prepBatchRender( SceneRenderState *state, S32 mountedImageIndex ) override;
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DECLARE_CONOBJECT(TurretShape);
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};
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