fix(CORE): Missing override on various functions (#2602)

This commit is contained in:
Nefertumm
2020-01-21 19:03:15 -03:00
committed by GitHub
parent b66ec5712e
commit 59234f8f4b
16 changed files with 193 additions and 166 deletions

View File

@@ -664,14 +664,14 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Mov
explicit GameObject();
~GameObject();
void BuildValuesUpdate(uint8 updatetype, ByteBuffer* data, Player* target) const;
void BuildValuesUpdate(uint8 updatetype, ByteBuffer* data, Player* target) const override;
void AddToWorld();
void RemoveFromWorld();
void CleanupsBeforeDelete(bool finalCleanup = true);
void AddToWorld() override;
void RemoveFromWorld() override;
void CleanupsBeforeDelete(bool finalCleanup = true) override;
virtual bool Create(uint32 guidlow, uint32 name_id, Map* map, uint32 phaseMask, float x, float y, float z, float ang, G3D::Quat const& rotation, uint32 animprogress, GOState go_state, uint32 artKit = 0);
void Update(uint32 p_time);
void Update(uint32 p_time) override;
GameObjectTemplate const* GetGOInfo() const { return m_goInfo; }
GameObjectTemplateAddon const* GetTemplateAddon() const;
GameObjectData const* GetGOData() const { return m_goData; }
@@ -689,7 +689,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Mov
int64 GetPackedWorldRotation() const { return m_packedRotation; }
// overwrite WorldObject function for proper name localization
std::string const& GetNameForLocaleIdx(LocaleConstant locale_idx) const;
std::string const& GetNameForLocaleIdx(LocaleConstant locale_idx) const override;
void SaveToDB();
void SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask);
@@ -756,7 +756,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Mov
void SetGoAnimProgress(uint8 animprogress) { SetByteValue(GAMEOBJECT_BYTES_1, 3, animprogress); }
static void SetGoArtKit(uint8 artkit, GameObject* go, uint32 lowguid = 0);
void SetPhaseMask(uint32 newPhaseMask, bool update);
void SetPhaseMask(uint32 newPhaseMask, bool update) override;
void EnableCollision(bool enable);
void Use(Unit* user);
@@ -789,7 +789,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Mov
uint32 GetUseCount() const { return m_usetimes; }
uint32 GetUniqueUseCount() const { return m_unique_users.size(); }
void SaveRespawnTime();
void SaveRespawnTime() override;
Loot loot;
@@ -803,8 +803,8 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Mov
void SetLootGenerationTime() { m_lootGenerationTime = time(NULL); }
uint32 GetLootGenerationTime() const { return m_lootGenerationTime; }
bool hasQuest(uint32 quest_id) const;
bool hasInvolvedQuest(uint32 quest_id) const;
bool hasQuest(uint32 quest_id) const override;
bool hasInvolvedQuest(uint32 quest_id) const override;
bool ActivateToQuest(Player* target) const;
void UseDoorOrButton(uint32 time_to_restore = 0, bool alternative = false, Unit* user = NULL);
// 0 = use `gameobject`.`spawntimesecs`
@@ -812,11 +812,11 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Mov
void TriggeringLinkedGameObject(uint32 trapEntry, Unit* target);
bool IsNeverVisible() const;
bool IsAlwaysVisibleFor(WorldObject const* seer) const;
bool IsInvisibleDueToDespawn() const;
bool IsNeverVisible() const override;
bool IsAlwaysVisibleFor(WorldObject const* seer) const override;
bool IsInvisibleDueToDespawn() const override;
uint8 getLevelForTarget(WorldObject const* target) const
uint8 getLevelForTarget(WorldObject const* target) const override
{
if (Unit* owner = GetOwner())
return owner->getLevelForTarget(target);
@@ -830,7 +830,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Mov
void SendCustomAnim(uint32 anim);
bool IsInRange(float x, float y, float z, float radius) const;
void SendMessageToSetInRange(WorldPacket* data, float dist, bool /*self*/, bool includeMargin = false, Player const* skipped_rcvr = NULL); // pussywizard!
void SendMessageToSetInRange(WorldPacket* data, float dist, bool /*self*/, bool includeMargin = false, Player const* skipped_rcvr = NULL) override; // pussywizard!
void ModifyHealth(int32 change, Unit* attackerOrHealer = NULL, uint32 spellId = 0);
void SetDestructibleBuildingModifyState(bool allow) { m_allowModifyDestructibleBuilding = allow; }
@@ -872,10 +872,10 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Mov
MotionTransport* ToMotionTransport() { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT) return reinterpret_cast<MotionTransport*>(this); else return NULL; }
MotionTransport const* ToMotionTransport() const { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT) return reinterpret_cast<MotionTransport const*>(this); else return NULL; }
float GetStationaryX() const { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionX(); return GetPositionX(); }
float GetStationaryY() const { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionY(); return GetPositionY(); }
float GetStationaryZ() const { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionZ(); return GetPositionZ(); }
float GetStationaryO() const { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetOrientation(); return GetOrientation(); }
float GetStationaryX() const override { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionX(); return GetPositionX(); }
float GetStationaryY() const override { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionY(); return GetPositionY(); }
float GetStationaryZ() const override { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionZ(); return GetPositionZ(); }
float GetStationaryO() const override { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetOrientation(); return GetOrientation(); }
float GetInteractionDistance();
@@ -924,7 +924,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Mov
void UpdatePackedRotation();
//! Object distance/size - overridden from Object::_IsWithinDist. Needs to take in account proper GO size.
bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool /*is3D*/) const
bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool /*is3D*/) const override
{
//! Following check does check 3d distance
dist2compare += obj->GetObjectSize();