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) {}
};