mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-16 00:54:54 +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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