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

@ -140,11 +140,11 @@ public:
static void initPersistFields();
virtual bool onAdd();
virtual bool preload(bool server, String &errorStr);
bool onAdd() override;
bool preload(bool server, String &errorStr) override;
virtual void packData(BitStream* stream);
virtual void unpackData(BitStream* stream);
void packData(BitStream* stream) override;
void unpackData(BitStream* stream) override;
S32 lookupState(const char* name); ///< Get a state by name.
};
@ -271,9 +271,9 @@ public:
static void initPersistFields();
bool onAdd();
void onRemove();
bool onNewDataBlock(GameBaseData *dptr, bool reload);
bool onAdd() override;
void onRemove() override;
bool onNewDataBlock(GameBaseData *dptr, bool reload) override;
void addToIgnoreList(ShapeBase* obj);
void removeFromIgnoreList(ShapeBase* obj);
@ -305,7 +305,7 @@ public:
void setAllGunsFiring(bool fire);
void setGunSlotFiring(S32 slot, bool fire);
virtual void setTransform(const MatrixF &mat);
void setTransform(const MatrixF &mat) override;
void getScanTransform(MatrixF& mat);
void getAimTransform(MatrixF& mat);
@ -316,13 +316,13 @@ public:
void recenterTurret();
virtual void processTick(const Move *move);
virtual void advanceTime(F32 dt);
void processTick(const Move *move) override;
void advanceTime(F32 dt) override;
virtual U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
virtual void unpackUpdate(NetConnection *conn, BitStream *stream);
U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream) override;
void unpackUpdate(NetConnection *conn, BitStream *stream) override;
void prepBatchRender( SceneRenderState *state, S32 mountedImageIndex );
void prepBatchRender( SceneRenderState *state, S32 mountedImageIndex ) override;
DECLARE_CONOBJECT(AITurretShape);
};

View file

@ -88,10 +88,10 @@ public:
static void initPersistFields();
virtual void packData(BitStream* stream);
virtual void unpackData(BitStream* stream);
void packData(BitStream* stream) override;
void unpackData(BitStream* stream) override;
virtual bool preload(bool server, String &errorStr);
bool preload(bool server, String &errorStr) override;
DECLARE_CALLBACK( void, onMountObject, ( SceneObject* turret, SceneObject* obj, S32 node ) );
DECLARE_CALLBACK( void, onUnmountObject, ( SceneObject* turret, SceneObject* obj ) );
@ -150,7 +150,7 @@ protected:
void _applyLimits(Point3F& rot);
bool _outsideLimits(Point3F& rot); ///< Return true if any angle is outside of the limits
void onUnmount(SceneObject* obj,S32 node);
void onUnmount(SceneObject* obj,S32 node) override;
// Script level control
bool allowManualRotation;
@ -158,9 +158,9 @@ protected:
void updateAnimation(F32 dt);
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);
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;
public:
@ -169,18 +169,18 @@ public:
static void initPersistFields();
bool onAdd();
void onRemove();
bool onNewDataBlock(GameBaseData *dptr, bool reload);
bool onAdd() override;
void onRemove() override;
bool onNewDataBlock(GameBaseData *dptr, bool reload) override;
const char* getStateName();
virtual void updateDamageLevel();
void updateDamageLevel() override;
virtual void processTick(const Move *move);
virtual void interpolateTick(F32 dt);
virtual void advanceTime(F32 dt);
void processTick(const Move *move) override;
void interpolateTick(F32 dt) override;
void advanceTime(F32 dt) override;
virtual void setTransform( const MatrixF &mat );
void setTransform( const MatrixF &mat ) override;
virtual bool getAllowManualRotation() { return allowManualRotation; }
virtual void setAllowManualRotation(bool allow) { setMaskBits(TurretUpdateMask); allowManualRotation = allow; }
@ -197,28 +197,28 @@ public:
bool doRespawn() { return mRespawn; };
virtual void mountObject( SceneObject *obj, S32 node, const MatrixF &xfm = MatrixF::Identity );
virtual void unmountObject( SceneObject *obj );
void mountObject( SceneObject *obj, S32 node, const MatrixF &xfm = MatrixF::Identity ) override;
void unmountObject( SceneObject *obj ) override;
virtual void getCameraParameters(F32 *min,F32* max,Point3F* offset,MatrixF* rot);
virtual void getCameraTransform(F32* pos,MatrixF* mat);
void getCameraParameters(F32 *min,F32* max,Point3F* offset,MatrixF* rot) override;
void getCameraTransform(F32* pos,MatrixF* mat) override;
virtual void writePacketData( GameConnection* conn, BitStream* stream );
virtual void readPacketData( GameConnection* conn, BitStream* stream );
virtual U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
virtual void unpackUpdate(NetConnection *conn, BitStream *stream);
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 getWeaponMountTransform( S32 index, const MatrixF &xfm, MatrixF *outMat );
virtual void getRenderWeaponMountTransform( F32 delta, S32 index, const MatrixF &xfm, MatrixF *outMat );
virtual void getImageTransform(U32 imageSlot,MatrixF* mat);
virtual void getRenderImageTransform(U32 imageSlot,MatrixF* mat,bool noEyeOffset=false);
void getImageTransform(U32 imageSlot,MatrixF* mat) override;
void getRenderImageTransform(U32 imageSlot,MatrixF* mat,bool noEyeOffset=false) override;
virtual void getImageTransform(U32 imageSlot,S32 node, MatrixF* mat);
virtual void getRenderImageTransform(U32 imageSlot,S32 node, MatrixF* mat);
void getImageTransform(U32 imageSlot,S32 node, MatrixF* mat) override;
void getRenderImageTransform(U32 imageSlot,S32 node, MatrixF* mat) override;
virtual void prepRenderImage( SceneRenderState* state );
virtual void prepBatchRender( SceneRenderState *state, S32 mountedImageIndex );
void prepRenderImage( SceneRenderState* state ) override;
void prepBatchRender( SceneRenderState *state, S32 mountedImageIndex ) override;
DECLARE_CONOBJECT(TurretShape);
};