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

@@ -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;