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

View File

@@ -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();