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Add missing override keyword in game
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@@ -952,7 +952,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Map
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void SetGoAnimProgress(uint8 animprogress) { SetByteValue(GAMEOBJECT_BYTES_1, 3, animprogress); }
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static void SetGoArtKit(uint8 artkit, GameObject* go, ObjectGuid::LowType lowguid = UI64LIT(0));
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bool SetInPhase(uint32 id, bool update, bool apply);
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bool SetInPhase(uint32 id, bool update, bool apply) override;
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void EnableCollision(bool enable);
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void Use(Unit* user);
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@@ -2238,7 +2238,7 @@ class Player : public Unit, public GridObject<Player>
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int32 CalculateCorpseReclaimDelay(bool load = false);
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void SendCorpseReclaimDelay(uint32 delay);
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uint32 GetBlockPercent() const { return GetUInt32Value(PLAYER_SHIELD_BLOCK); }
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uint32 GetBlockPercent() const override { return GetUInt32Value(PLAYER_SHIELD_BLOCK); }
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bool CanParry() const { return m_canParry; }
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void SetCanParry(bool value);
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bool CanBlock() const { return m_canBlock; }
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@@ -2603,7 +2603,7 @@ class Player : public Unit, public GridObject<Player>
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void SendMovementSetCanTransitionBetweenSwimAndFly(bool apply);
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void SendMovementSetCollisionHeight(float height);
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bool CanFly() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_CAN_FLY); }
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bool CanFly() const override { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_CAN_FLY); }
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//! Return collision height sent to client
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float GetCollisionHeight(bool mounted) const;
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@@ -1957,7 +1957,7 @@ class Unit : public WorldObject
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void SetVisible(bool x);
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// common function for visibility checks for player/creatures with detection code
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bool SetInPhase(uint32 id, bool update, bool apply);
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bool SetInPhase(uint32 id, bool update, bool apply) override;
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void UpdateObjectVisibility(bool forced = true) override;
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SpellImmuneList m_spellImmune[MAX_SPELL_IMMUNITY];
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