mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
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refactor(Core): apply clang-tidy modernize-use-override (#3817)
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@@ -159,7 +159,7 @@ public:
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struct ScriptedAI : public CreatureAI
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{
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explicit ScriptedAI(Creature* creature);
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virtual ~ScriptedAI() {}
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~ScriptedAI() override {}
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// *************
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//CreatureAI Functions
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@@ -168,31 +168,31 @@ struct ScriptedAI : public CreatureAI
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void AttackStartNoMove(Unit* target);
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// Called at any Damage from any attacker (before damage apply)
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void DamageTaken(Unit* /*attacker*/, uint32& /*damage*/, DamageEffectType /*damagetype*/, SpellSchoolMask /*damageSchoolMask*/) {}
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void DamageTaken(Unit* /*attacker*/, uint32& /*damage*/, DamageEffectType /*damagetype*/, SpellSchoolMask /*damageSchoolMask*/) override {}
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//Called at World update tick
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virtual void UpdateAI(uint32 diff);
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void UpdateAI(uint32 diff) override;
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//Called at creature death
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void JustDied(Unit* /*killer*/) {}
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void JustDied(Unit* /*killer*/) override {}
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//Called at creature killing another unit
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void KilledUnit(Unit* /*victim*/) {}
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void KilledUnit(Unit* /*victim*/) override {}
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// Called when the creature summon successfully other creature
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void JustSummoned(Creature* /*summon*/) {}
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void JustSummoned(Creature* /*summon*/) override {}
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// Called when a summoned creature is despawned
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void SummonedCreatureDespawn(Creature* /*summon*/) {}
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void SummonedCreatureDespawn(Creature* /*summon*/) override {}
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// Called when hit by a spell
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void SpellHit(Unit* /*caster*/, SpellInfo const* /*spell*/) {}
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void SpellHit(Unit* /*caster*/, SpellInfo const* /*spell*/) override {}
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// Called when spell hits a target
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void SpellHitTarget(Unit* /*target*/, SpellInfo const* /*spell*/) {}
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void SpellHitTarget(Unit* /*target*/, SpellInfo const* /*spell*/) override {}
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//Called at waypoint reached or PointMovement end
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void MovementInform(uint32 /*type*/, uint32 /*id*/) {}
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void MovementInform(uint32 /*type*/, uint32 /*id*/) override {}
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// Called when AI is temporarily replaced or put back when possess is applied or removed
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void OnPossess(bool /*apply*/) {}
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@@ -212,13 +212,13 @@ struct ScriptedAI : public CreatureAI
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// *************
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//Called at creature reset either by death or evade
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void Reset() {}
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void Reset() override {}
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//Called at creature aggro either by MoveInLOS or Attack Start
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void EnterCombat(Unit* /*victim*/) {}
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void EnterCombat(Unit* /*victim*/) override {}
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// Called before EnterCombat even before the creature is in combat.
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void AttackStart(Unit* /*target*/);
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void AttackStart(Unit* /*target*/) override;
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// *************
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//AI Helper Functions
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@@ -364,15 +364,15 @@ class BossAI : public ScriptedAI
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{
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public:
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BossAI(Creature* creature, uint32 bossId);
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virtual ~BossAI() {}
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~BossAI() override {}
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InstanceScript* const instance;
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BossBoundaryMap const* GetBoundary() const { return _boundary; }
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void JustSummoned(Creature* summon);
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void SummonedCreatureDespawn(Creature* summon);
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void JustSummoned(Creature* summon) override;
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void SummonedCreatureDespawn(Creature* summon) override;
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virtual void UpdateAI(uint32 diff);
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void UpdateAI(uint32 diff) override;
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// Hook used to execute events scheduled into EventMap without the need
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// to override UpdateAI
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@@ -380,10 +380,10 @@ public:
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// is supposed to run more than once
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virtual void ExecuteEvent(uint32 /*eventId*/) { }
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void Reset() { _Reset(); }
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void EnterCombat(Unit* /*who*/) { _EnterCombat(); }
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void JustDied(Unit* /*killer*/) { _JustDied(); }
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void JustReachedHome() { _JustReachedHome(); }
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void Reset() override { _Reset(); }
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void EnterCombat(Unit* /*who*/) override { _EnterCombat(); }
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void JustDied(Unit* /*killer*/) override { _JustDied(); }
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void JustReachedHome() override { _JustReachedHome(); }
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protected:
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void _Reset();
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@@ -415,12 +415,12 @@ class WorldBossAI : public ScriptedAI
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{
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public:
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WorldBossAI(Creature* creature);
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virtual ~WorldBossAI() {}
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~WorldBossAI() override {}
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void JustSummoned(Creature* summon);
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void SummonedCreatureDespawn(Creature* summon);
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void JustSummoned(Creature* summon) override;
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void SummonedCreatureDespawn(Creature* summon) override;
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virtual void UpdateAI(uint32 diff);
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void UpdateAI(uint32 diff) override;
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// Hook used to execute events scheduled into EventMap without the need
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// to override UpdateAI
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@@ -428,9 +428,9 @@ public:
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// is supposed to run more than once
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virtual void ExecuteEvent(uint32 /*eventId*/) { }
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void Reset() { _Reset(); }
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void EnterCombat(Unit* /*who*/) { _EnterCombat(); }
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void JustDied(Unit* /*killer*/) { _JustDied(); }
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void Reset() override { _Reset(); }
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void EnterCombat(Unit* /*who*/) override { _EnterCombat(); }
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void JustDied(Unit* /*killer*/) override { _JustDied(); }
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protected:
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void _Reset();
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@@ -40,25 +40,25 @@ struct npc_escortAI : public ScriptedAI
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{
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public:
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explicit npc_escortAI(Creature* creature);
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~npc_escortAI() {}
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~npc_escortAI() override {}
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// CreatureAI functions
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void AttackStart(Unit* who);
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void AttackStart(Unit* who) override;
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void MoveInLineOfSight(Unit* who);
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void MoveInLineOfSight(Unit* who) override;
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void JustDied(Unit*);
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void JustDied(Unit*) override;
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void JustRespawned();
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void JustRespawned() override;
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void ReturnToLastPoint();
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void EnterEvadeMode();
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void EnterEvadeMode() override;
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void UpdateAI(uint32 diff); //the "internal" update, calls UpdateEscortAI()
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void UpdateAI(uint32 diff) override; //the "internal" update, calls UpdateEscortAI()
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virtual void UpdateEscortAI(uint32 diff); //used when it's needed to add code in update (abilities, scripted events, etc)
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void MovementInform(uint32, uint32);
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void MovementInform(uint32, uint32) override;
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// EscortAI functions
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void AddWaypoint(uint32 id, float x, float y, float z, uint32 waitTime = 0); // waitTime is in ms
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@@ -83,7 +83,7 @@ public:
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void SetEscortPaused(bool on);
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bool HasEscortState(uint32 escortState) { return (m_uiEscortState & escortState); }
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virtual bool IsEscorted() { return (m_uiEscortState & STATE_ESCORT_ESCORTING); }
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bool IsEscorted() override { return (m_uiEscortState & STATE_ESCORT_ESCORTING); }
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void SetMaxPlayerDistance(float newMax) { MaxPlayerDistance = newMax; }
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float GetMaxPlayerDistance() { return MaxPlayerDistance; }
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@@ -23,23 +23,23 @@ class FollowerAI : public ScriptedAI
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{
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public:
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explicit FollowerAI(Creature* creature);
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~FollowerAI() {}
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~FollowerAI() override {}
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//virtual void WaypointReached(uint32 uiPointId) = 0;
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void MovementInform(uint32 motionType, uint32 pointId);
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void MovementInform(uint32 motionType, uint32 pointId) override;
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void AttackStart(Unit*);
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void AttackStart(Unit*) override;
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void MoveInLineOfSight(Unit*);
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void MoveInLineOfSight(Unit*) override;
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void EnterEvadeMode();
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void EnterEvadeMode() override;
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void JustDied(Unit*);
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void JustDied(Unit*) override;
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void JustRespawned();
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void JustRespawned() override;
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void UpdateAI(uint32); //the "internal" update, calls UpdateFollowerAI()
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void UpdateAI(uint32) override; //the "internal" update, calls UpdateFollowerAI()
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virtual void UpdateFollowerAI(uint32); //used when it's needed to add code in update (abilities, scripted events, etc)
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void StartFollow(Player* player, uint32 factionForFollower = 0, const Quest* quest = nullptr);
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