refactor(Core): apply clang-tidy modernize-use-override (#3817)

This commit is contained in:
Francesco Borzì
2020-12-06 18:04:55 +01:00
committed by GitHub
parent 9facd81e54
commit d4a58700d4
561 changed files with 9574 additions and 9574 deletions

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@@ -18,7 +18,7 @@ class AggressorAI : public CreatureAI
public:
explicit AggressorAI(Creature* c) : CreatureAI(c) {}
void UpdateAI(uint32);
void UpdateAI(uint32) override;
static int Permissible(const Creature*);
};
@@ -29,11 +29,11 @@ class CombatAI : public CreatureAI
public:
explicit CombatAI(Creature* c) : CreatureAI(c) {}
void InitializeAI();
void Reset();
void EnterCombat(Unit* who);
void JustDied(Unit* killer);
void UpdateAI(uint32 diff);
void InitializeAI() override;
void Reset() override;
void EnterCombat(Unit* who) override;
void JustDied(Unit* killer) override;
void UpdateAI(uint32 diff) override;
static int Permissible(Creature const* /*creature*/) { return PERMIT_BASE_NO; }
@@ -46,10 +46,10 @@ class CasterAI : public CombatAI
{
public:
explicit CasterAI(Creature* c) : CombatAI(c) { m_attackDist = MELEE_RANGE; }
void InitializeAI();
void AttackStart(Unit* victim) { AttackStartCaster(victim, m_attackDist); }
void UpdateAI(uint32 diff);
void EnterCombat(Unit* /*who*/);
void InitializeAI() override;
void AttackStart(Unit* victim) override { AttackStartCaster(victim, m_attackDist); }
void UpdateAI(uint32 diff) override;
void EnterCombat(Unit* /*who*/) override;
private:
float m_attackDist;
};
@@ -58,8 +58,8 @@ struct ArcherAI : public CreatureAI
{
public:
explicit ArcherAI(Creature* c);
void AttackStart(Unit* who);
void UpdateAI(uint32 diff);
void AttackStart(Unit* who) override;
void UpdateAI(uint32 diff) override;
static int Permissible(Creature const* /*creature*/) { return PERMIT_BASE_NO; }
@@ -72,9 +72,9 @@ struct TurretAI : public CreatureAI
{
public:
explicit TurretAI(Creature* c);
bool CanAIAttack(const Unit* who) const;
void AttackStart(Unit* who);
void UpdateAI(uint32 diff);
bool CanAIAttack(const Unit* who) const override;
void AttackStart(Unit* who) override;
void UpdateAI(uint32 diff) override;
static int Permissible(Creature const* /*creature*/) { return PERMIT_BASE_NO; }
@@ -89,10 +89,10 @@ struct VehicleAI : public CreatureAI
public:
explicit VehicleAI(Creature* creature);
void UpdateAI(uint32 diff);
void MoveInLineOfSight(Unit*) {}
void AttackStart(Unit*) {}
void OnCharmed(bool apply);
void UpdateAI(uint32 diff) override;
void MoveInLineOfSight(Unit*) override {}
void AttackStart(Unit*) override {}
void OnCharmed(bool apply) override;
static int Permissible(Creature const* /*creature*/) { return PERMIT_BASE_NO; }

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@@ -57,7 +57,7 @@ class NullGameObjectAI : public GameObjectAI
public:
explicit NullGameObjectAI(GameObject* g);
void UpdateAI(uint32 /*diff*/) {}
void UpdateAI(uint32 /*diff*/) override {}
static int Permissible(GameObject const* /*go*/) { return PERMIT_BASE_IDLE; }
};

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@@ -18,8 +18,8 @@ public:
static int Permissible(Creature const* creature);
void Reset();
void EnterEvadeMode();
void JustDied(Unit* killer);
void Reset() override;
void EnterEvadeMode() override;
void JustDied(Unit* killer) override;
};
#endif

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@@ -15,9 +15,9 @@ class PassiveAI : public CreatureAI
public:
explicit PassiveAI(Creature* c);
void MoveInLineOfSight(Unit*) {}
void AttackStart(Unit*) {}
void UpdateAI(uint32);
void MoveInLineOfSight(Unit*) override {}
void AttackStart(Unit*) override {}
void UpdateAI(uint32) override;
static int Permissible(const Creature*) { return PERMIT_BASE_IDLE; }
};
@@ -27,13 +27,13 @@ class PossessedAI : public CreatureAI
public:
explicit PossessedAI(Creature* c);
void MoveInLineOfSight(Unit*) {}
void AttackStart(Unit* target);
void UpdateAI(uint32);
void EnterEvadeMode() {}
void MoveInLineOfSight(Unit*) override {}
void AttackStart(Unit* target) override;
void UpdateAI(uint32) override;
void EnterEvadeMode() override {}
void JustDied(Unit*);
void KilledUnit(Unit* victim);
void JustDied(Unit*) override;
void KilledUnit(Unit* victim) override;
static int Permissible(const Creature*) { return PERMIT_BASE_IDLE; }
};
@@ -43,11 +43,11 @@ class NullCreatureAI : public CreatureAI
public:
explicit NullCreatureAI(Creature* c);
void MoveInLineOfSight(Unit*) {}
void AttackStart(Unit*) {}
void UpdateAI(uint32) {}
void EnterEvadeMode() {}
void OnCharmed(bool /*apply*/) {}
void MoveInLineOfSight(Unit*) override {}
void AttackStart(Unit*) override {}
void UpdateAI(uint32) override {}
void EnterEvadeMode() override {}
void OnCharmed(bool /*apply*/) override {}
static int Permissible(const Creature*) { return PERMIT_BASE_IDLE; }
};
@@ -57,9 +57,9 @@ class CritterAI : public PassiveAI
public:
explicit CritterAI(Creature* c) : PassiveAI(c) { _combatTimer = 0; }
void DamageTaken(Unit* /*done_by*/, uint32& /*damage*/, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask);
void EnterEvadeMode();
void UpdateAI(uint32);
void DamageTaken(Unit* /*done_by*/, uint32& /*damage*/, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask) override;
void EnterEvadeMode() override;
void UpdateAI(uint32) override;
// Xinef: Added
private:
@@ -70,7 +70,7 @@ class TriggerAI : public NullCreatureAI
{
public:
explicit TriggerAI(Creature* c) : NullCreatureAI(c) {}
void IsSummonedBy(Unit* summoner);
void IsSummonedBy(Unit* summoner) override;
};
#endif

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@@ -38,24 +38,24 @@ public:
explicit PetAI(Creature* c);
void UpdateAI(uint32);
void UpdateAI(uint32) override;
static int Permissible(const Creature*);
void KilledUnit(Unit* /*victim*/);
void AttackStart(Unit* target);
void MovementInform(uint32 moveType, uint32 data);
void OwnerAttackedBy(Unit* attacker);
void OwnerAttacked(Unit* target);
void AttackedBy(Unit* attacker);
void ReceiveEmote(Player* player, uint32 textEmote);
void KilledUnit(Unit* /*victim*/) override;
void AttackStart(Unit* target) override;
void MovementInform(uint32 moveType, uint32 data) override;
void OwnerAttackedBy(Unit* attacker) override;
void OwnerAttacked(Unit* target) override;
void AttackedBy(Unit* attacker) override;
void ReceiveEmote(Player* player, uint32 textEmote) override;
// The following aren't used by the PetAI but need to be defined to override
// default CreatureAI functions which interfere with the PetAI
//
void MoveInLineOfSight(Unit* /*who*/) {} // CreatureAI interferes with returning pets
void MoveInLineOfSight(Unit* /*who*/) override {} // CreatureAI interferes with returning pets
void MoveInLineOfSight_Safe(Unit* /*who*/) {} // CreatureAI interferes with returning pets
void EnterEvadeMode() {} // For fleeing, pets don't use this type of Evade mechanic
void SpellHit(Unit* caster, const SpellInfo* spellInfo);
void EnterEvadeMode() override {} // For fleeing, pets don't use this type of Evade mechanic
void SpellHit(Unit* caster, const SpellInfo* spellInfo) override;
private:
bool _isVisible(Unit*) const;

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@@ -17,8 +17,8 @@ public:
explicit ReactorAI(Creature* c) : CreatureAI(c) {}
void MoveInLineOfSight(Unit*) {}
void UpdateAI(uint32 diff);
void MoveInLineOfSight(Unit*) override {}
void UpdateAI(uint32 diff) override;
static int Permissible(const Creature*);
};

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@@ -19,13 +19,13 @@ public:
explicit TotemAI(Creature* c);
void MoveInLineOfSight(Unit* who);
void AttackStart(Unit* victim);
void EnterEvadeMode();
void SpellHit(Unit* /*caster*/, const SpellInfo* /*spellInfo*/);
void DoAction(int32 param);
void MoveInLineOfSight(Unit* who) override;
void AttackStart(Unit* victim) override;
void EnterEvadeMode() override;
void SpellHit(Unit* /*caster*/, const SpellInfo* /*spellInfo*/) override;
void DoAction(int32 param) override;
void UpdateAI(uint32 diff);
void UpdateAI(uint32 diff) override;
static int Permissible(Creature const* creature);
private:
@@ -36,7 +36,7 @@ class KillMagnetEvent : public BasicEvent
{
public:
KillMagnetEvent(Unit& self) : _self(self) { }
bool Execute(uint64 /*e_time*/, uint32 /*p_time*/)
bool Execute(uint64 /*e_time*/, uint32 /*p_time*/) override
{
_self.setDeathState(JUST_DIED);
return true;

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@@ -316,13 +316,13 @@ protected:
public:
explicit PlayerAI(Player* player) : UnitAI((Unit*)player), me(player) {}
void OnCharmed(bool apply);
void OnCharmed(bool apply) override;
};
class SimpleCharmedAI : public PlayerAI
{
public:
void UpdateAI(uint32 diff);
void UpdateAI(uint32 diff) override;
SimpleCharmedAI(Player* player): PlayerAI(player) {}
};

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@@ -69,7 +69,7 @@ public:
void Talk(uint8 id, WorldObject const* whisperTarget = nullptr);
explicit CreatureAI(Creature* creature) : UnitAI(creature), me(creature), m_MoveInLineOfSight_locked(false) {}
virtual ~CreatureAI() {}
~CreatureAI() override {}
/// == Reactions At =================================
@@ -117,7 +117,7 @@ public:
// Called at waypoint reached or point movement finished
virtual void MovementInform(uint32 /*type*/, uint32 /*id*/) {}
void OnCharmed(bool apply);
void OnCharmed(bool apply) override;
// Called at reaching home after evade
virtual void JustReachedHome() {}

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@@ -159,7 +159,7 @@ public:
struct ScriptedAI : public CreatureAI
{
explicit ScriptedAI(Creature* creature);
virtual ~ScriptedAI() {}
~ScriptedAI() override {}
// *************
//CreatureAI Functions
@@ -168,31 +168,31 @@ struct ScriptedAI : public CreatureAI
void AttackStartNoMove(Unit* target);
// Called at any Damage from any attacker (before damage apply)
void DamageTaken(Unit* /*attacker*/, uint32& /*damage*/, DamageEffectType /*damagetype*/, SpellSchoolMask /*damageSchoolMask*/) {}
void DamageTaken(Unit* /*attacker*/, uint32& /*damage*/, DamageEffectType /*damagetype*/, SpellSchoolMask /*damageSchoolMask*/) override {}
//Called at World update tick
virtual void UpdateAI(uint32 diff);
void UpdateAI(uint32 diff) override;
//Called at creature death
void JustDied(Unit* /*killer*/) {}
void JustDied(Unit* /*killer*/) override {}
//Called at creature killing another unit
void KilledUnit(Unit* /*victim*/) {}
void KilledUnit(Unit* /*victim*/) override {}
// Called when the creature summon successfully other creature
void JustSummoned(Creature* /*summon*/) {}
void JustSummoned(Creature* /*summon*/) override {}
// Called when a summoned creature is despawned
void SummonedCreatureDespawn(Creature* /*summon*/) {}
void SummonedCreatureDespawn(Creature* /*summon*/) override {}
// Called when hit by a spell
void SpellHit(Unit* /*caster*/, SpellInfo const* /*spell*/) {}
void SpellHit(Unit* /*caster*/, SpellInfo const* /*spell*/) override {}
// Called when spell hits a target
void SpellHitTarget(Unit* /*target*/, SpellInfo const* /*spell*/) {}
void SpellHitTarget(Unit* /*target*/, SpellInfo const* /*spell*/) override {}
//Called at waypoint reached or PointMovement end
void MovementInform(uint32 /*type*/, uint32 /*id*/) {}
void MovementInform(uint32 /*type*/, uint32 /*id*/) override {}
// Called when AI is temporarily replaced or put back when possess is applied or removed
void OnPossess(bool /*apply*/) {}
@@ -212,13 +212,13 @@ struct ScriptedAI : public CreatureAI
// *************
//Called at creature reset either by death or evade
void Reset() {}
void Reset() override {}
//Called at creature aggro either by MoveInLOS or Attack Start
void EnterCombat(Unit* /*victim*/) {}
void EnterCombat(Unit* /*victim*/) override {}
// Called before EnterCombat even before the creature is in combat.
void AttackStart(Unit* /*target*/);
void AttackStart(Unit* /*target*/) override;
// *************
//AI Helper Functions
@@ -364,15 +364,15 @@ class BossAI : public ScriptedAI
{
public:
BossAI(Creature* creature, uint32 bossId);
virtual ~BossAI() {}
~BossAI() override {}
InstanceScript* const instance;
BossBoundaryMap const* GetBoundary() const { return _boundary; }
void JustSummoned(Creature* summon);
void SummonedCreatureDespawn(Creature* summon);
void JustSummoned(Creature* summon) override;
void SummonedCreatureDespawn(Creature* summon) override;
virtual void UpdateAI(uint32 diff);
void UpdateAI(uint32 diff) override;
// Hook used to execute events scheduled into EventMap without the need
// to override UpdateAI
@@ -380,10 +380,10 @@ public:
// is supposed to run more than once
virtual void ExecuteEvent(uint32 /*eventId*/) { }
void Reset() { _Reset(); }
void EnterCombat(Unit* /*who*/) { _EnterCombat(); }
void JustDied(Unit* /*killer*/) { _JustDied(); }
void JustReachedHome() { _JustReachedHome(); }
void Reset() override { _Reset(); }
void EnterCombat(Unit* /*who*/) override { _EnterCombat(); }
void JustDied(Unit* /*killer*/) override { _JustDied(); }
void JustReachedHome() override { _JustReachedHome(); }
protected:
void _Reset();
@@ -415,12 +415,12 @@ class WorldBossAI : public ScriptedAI
{
public:
WorldBossAI(Creature* creature);
virtual ~WorldBossAI() {}
~WorldBossAI() override {}
void JustSummoned(Creature* summon);
void SummonedCreatureDespawn(Creature* summon);
void JustSummoned(Creature* summon) override;
void SummonedCreatureDespawn(Creature* summon) override;
virtual void UpdateAI(uint32 diff);
void UpdateAI(uint32 diff) override;
// Hook used to execute events scheduled into EventMap without the need
// to override UpdateAI
@@ -428,9 +428,9 @@ public:
// is supposed to run more than once
virtual void ExecuteEvent(uint32 /*eventId*/) { }
void Reset() { _Reset(); }
void EnterCombat(Unit* /*who*/) { _EnterCombat(); }
void JustDied(Unit* /*killer*/) { _JustDied(); }
void Reset() override { _Reset(); }
void EnterCombat(Unit* /*who*/) override { _EnterCombat(); }
void JustDied(Unit* /*killer*/) override { _JustDied(); }
protected:
void _Reset();

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@@ -40,25 +40,25 @@ struct npc_escortAI : public ScriptedAI
{
public:
explicit npc_escortAI(Creature* creature);
~npc_escortAI() {}
~npc_escortAI() override {}
// CreatureAI functions
void AttackStart(Unit* who);
void AttackStart(Unit* who) override;
void MoveInLineOfSight(Unit* who);
void MoveInLineOfSight(Unit* who) override;
void JustDied(Unit*);
void JustDied(Unit*) override;
void JustRespawned();
void JustRespawned() override;
void ReturnToLastPoint();
void EnterEvadeMode();
void EnterEvadeMode() override;
void UpdateAI(uint32 diff); //the "internal" update, calls UpdateEscortAI()
void UpdateAI(uint32 diff) override; //the "internal" update, calls UpdateEscortAI()
virtual void UpdateEscortAI(uint32 diff); //used when it's needed to add code in update (abilities, scripted events, etc)
void MovementInform(uint32, uint32);
void MovementInform(uint32, uint32) override;
// EscortAI functions
void AddWaypoint(uint32 id, float x, float y, float z, uint32 waitTime = 0); // waitTime is in ms
@@ -83,7 +83,7 @@ public:
void SetEscortPaused(bool on);
bool HasEscortState(uint32 escortState) { return (m_uiEscortState & escortState); }
virtual bool IsEscorted() { return (m_uiEscortState & STATE_ESCORT_ESCORTING); }
bool IsEscorted() override { return (m_uiEscortState & STATE_ESCORT_ESCORTING); }
void SetMaxPlayerDistance(float newMax) { MaxPlayerDistance = newMax; }
float GetMaxPlayerDistance() { return MaxPlayerDistance; }

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@@ -23,23 +23,23 @@ class FollowerAI : public ScriptedAI
{
public:
explicit FollowerAI(Creature* creature);
~FollowerAI() {}
~FollowerAI() override {}
//virtual void WaypointReached(uint32 uiPointId) = 0;
void MovementInform(uint32 motionType, uint32 pointId);
void MovementInform(uint32 motionType, uint32 pointId) override;
void AttackStart(Unit*);
void AttackStart(Unit*) override;
void MoveInLineOfSight(Unit*);
void MoveInLineOfSight(Unit*) override;
void EnterEvadeMode();
void EnterEvadeMode() override;
void JustDied(Unit*);
void JustDied(Unit*) override;
void JustRespawned();
void JustRespawned() override;
void UpdateAI(uint32); //the "internal" update, calls UpdateFollowerAI()
void UpdateAI(uint32) override; //the "internal" update, calls UpdateFollowerAI()
virtual void UpdateFollowerAI(uint32); //used when it's needed to add code in update (abilities, scripted events, etc)
void StartFollow(Player* player, uint32 factionForFollower = 0, const Quest* quest = nullptr);

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@@ -1176,7 +1176,7 @@ public:
SmartTrigger() : AreaTriggerScript("SmartTrigger") {}
bool OnTrigger(Player* player, AreaTrigger const* trigger)
bool OnTrigger(Player* player, AreaTrigger const* trigger) override
{
if (!player->IsAlive())
return false;

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@@ -34,7 +34,7 @@ enum SmartEscortVars
class SmartAI : public CreatureAI
{
public:
~SmartAI() {};
~SmartAI() override {};
explicit SmartAI(Creature* c);
// Start moving to the desired MovePoint
@@ -48,7 +48,7 @@ public:
void GenerateWayPointArray(Movement::PointsArray* points);
bool HasEscortState(uint32 uiEscortState) { return (mEscortState & uiEscortState); }
void AddEscortState(uint32 uiEscortState) { mEscortState |= uiEscortState; }
virtual bool IsEscorted() { return (mEscortState & SMART_ESCORT_ESCORTING); }
bool IsEscorted() override { return (mEscortState & SMART_ESCORT_ESCORTING); }
void RemoveEscortState(uint32 uiEscortState) { mEscortState &= ~uiEscortState; }
void SetAutoAttack(bool on) { mCanAutoAttack = on; }
void SetCombatMove(bool on);
@@ -61,94 +61,94 @@ public:
bool IsEscortInvokerInRange();
// Called when creature is spawned or respawned
void JustRespawned();
void JustRespawned() override;
// Called at reaching home after evade, InitializeAI(), EnterEvadeMode() for resetting variables
void JustReachedHome();
void JustReachedHome() override;
// Called for reaction at enter to combat if not in combat yet (enemy can be nullptr)
void EnterCombat(Unit* enemy);
void EnterCombat(Unit* enemy) override;
// Called for reaction at stopping attack at no attackers or targets
void EnterEvadeMode();
void EnterEvadeMode() override;
// Called when the creature is killed
void JustDied(Unit* killer);
void JustDied(Unit* killer) override;
// Called when the creature kills a unit
void KilledUnit(Unit* victim);
void KilledUnit(Unit* victim) override;
// Called when the creature summon successfully other creature
void JustSummoned(Creature* creature);
void JustSummoned(Creature* creature) override;
// Tell creature to attack and follow the victim
void AttackStart(Unit* who);
void AttackStart(Unit* who) override;
// Called if IsVisible(Unit* who) is true at each *who move, reaction at visibility zone enter
void MoveInLineOfSight(Unit* who);
void MoveInLineOfSight(Unit* who) override;
// Called when hit by a spell
void SpellHit(Unit* unit, const SpellInfo* spellInfo);
void SpellHit(Unit* unit, const SpellInfo* spellInfo) override;
// Called when spell hits a target
void SpellHitTarget(Unit* target, const SpellInfo* spellInfo);
void SpellHitTarget(Unit* target, const SpellInfo* spellInfo) override;
// Called at any Damage from any attacker (before damage apply)
void DamageTaken(Unit* done_by, uint32& damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask);
void DamageTaken(Unit* done_by, uint32& damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask) override;
// Called when the creature receives heal
void HealReceived(Unit* doneBy, uint32& addhealth);
void HealReceived(Unit* doneBy, uint32& addhealth) override;
// Called at World update tick
void UpdateAI(uint32 diff);
void UpdateAI(uint32 diff) override;
// Called at text emote receive from player
void ReceiveEmote(Player* player, uint32 textEmote);
void ReceiveEmote(Player* player, uint32 textEmote) override;
// Called at waypoint reached or point movement finished
void MovementInform(uint32 MovementType, uint32 Data);
void MovementInform(uint32 MovementType, uint32 Data) override;
// Called when creature is summoned by another unit
void IsSummonedBy(Unit* summoner);
void IsSummonedBy(Unit* summoner) override;
// Called at any Damage to any victim (before damage apply)
void DamageDealt(Unit* doneTo, uint32& damage, DamageEffectType damagetyp);
void DamageDealt(Unit* doneTo, uint32& damage, DamageEffectType damagetyp) override;
// Called when a summoned creature dissapears (UnSommoned)
void SummonedCreatureDespawn(Creature* unit);
void SummonedCreatureDespawn(Creature* unit) override;
// called when the corpse of this creature gets removed
void CorpseRemoved(uint32& respawnDelay);
void CorpseRemoved(uint32& respawnDelay) override;
// Called at World update tick if creature is charmed
void UpdateAIWhileCharmed(const uint32 diff);
// Called when a Player/Creature enters the creature (vehicle)
void PassengerBoarded(Unit* who, int8 seatId, bool apply);
void PassengerBoarded(Unit* who, int8 seatId, bool apply) override;
// Called when gets initialized, when creature is added to world
void InitializeAI();
void InitializeAI() override;
// Called when creature gets charmed by another unit
void OnCharmed(bool apply);
void OnCharmed(bool apply) override;
// Called when victim is in line of sight
bool CanAIAttack(const Unit* who) const;
bool CanAIAttack(const Unit* who) const override;
// Used in scripts to share variables
void DoAction(int32 param = 0);
void DoAction(int32 param = 0) override;
// Used in scripts to share variables
uint32 GetData(uint32 id = 0) const;
uint32 GetData(uint32 id = 0) const override;
// Used in scripts to share variables
void SetData(uint32 id, uint32 value);
void SetData(uint32 id, uint32 value) override;
// Used in scripts to share variables
void SetGUID(uint64 guid, int32 id = 0);
void SetGUID(uint64 guid, int32 id = 0) override;
// Used in scripts to share variables
uint64 GetGUID(int32 id = 0) const;
uint64 GetGUID(int32 id = 0) const override;
//core related
static int32 Permissible(const Creature*);
@@ -165,14 +165,14 @@ public:
void SetInvincibilityHpLevel(uint32 level) { mInvincibilityHpLevel = level; }
void sGossipHello(Player* player);
void sGossipSelect(Player* player, uint32 sender, uint32 action);
void sGossipSelectCode(Player* player, uint32 sender, uint32 action, const char* code);
void sQuestAccept(Player* player, Quest const* quest);
void sGossipHello(Player* player) override;
void sGossipSelect(Player* player, uint32 sender, uint32 action) override;
void sGossipSelectCode(Player* player, uint32 sender, uint32 action, const char* code) override;
void sQuestAccept(Player* player, Quest const* quest) override;
//void sQuestSelect(Player* player, Quest const* quest);
//void sQuestComplete(Player* player, Quest const* quest);
void sQuestReward(Player* player, Quest const* quest, uint32 opt);
void sOnGameEvent(bool start, uint16 eventId);
void sQuestReward(Player* player, Quest const* quest, uint32 opt) override;
void sOnGameEvent(bool start, uint16 eventId) override;
uint32 mEscortQuestID;
@@ -183,7 +183,7 @@ public:
}
void StartDespawn() { mDespawnState = 2; }
void OnSpellClick(Unit* clicker, bool& result);
void OnSpellClick(Unit* clicker, bool& result) override;
// Xinef
void SetWPPauseTimer(uint32 time) { mWPPauseTimer = time; }
@@ -236,26 +236,26 @@ class SmartGameObjectAI : public GameObjectAI
{
public:
SmartGameObjectAI(GameObject* g) : GameObjectAI(g) {}
~SmartGameObjectAI() {}
~SmartGameObjectAI() override {}
void UpdateAI(uint32 diff);
void InitializeAI();
void Reset();
void UpdateAI(uint32 diff) override;
void InitializeAI() override;
void Reset() override;
SmartScript* GetScript() { return &mScript; }
static int32 Permissible(const GameObject* g);
bool GossipHello(Player* player, bool reportUse);
bool GossipSelect(Player* player, uint32 sender, uint32 action);
bool GossipSelectCode(Player* /*player*/, uint32 /*sender*/, uint32 /*action*/, const char* /*code*/);
bool QuestAccept(Player* player, Quest const* quest);
bool QuestReward(Player* player, Quest const* quest, uint32 opt);
void Destroyed(Player* player, uint32 eventId);
void SetData(uint32 id, uint32 value);
bool GossipHello(Player* player, bool reportUse) override;
bool GossipSelect(Player* player, uint32 sender, uint32 action) override;
bool GossipSelectCode(Player* /*player*/, uint32 /*sender*/, uint32 /*action*/, const char* /*code*/) override;
bool QuestAccept(Player* player, Quest const* quest) override;
bool QuestReward(Player* player, Quest const* quest, uint32 opt) override;
void Destroyed(Player* player, uint32 eventId) override;
void SetData(uint32 id, uint32 value) override;
void SetScript9(SmartScriptHolder& e, uint32 entry, Unit* invoker);
void OnGameEvent(bool start, uint16 eventId);
void OnStateChanged(uint32 state, Unit* unit);
void EventInform(uint32 eventId);
void SpellHit(Unit* unit, const SpellInfo* spellInfo);
void OnGameEvent(bool start, uint16 eventId) override;
void OnStateChanged(uint32 state, Unit* unit) override;
void EventInform(uint32 eventId) override;
void SpellHit(Unit* unit, const SpellInfo* spellInfo) override;
protected:
SmartScript mScript;