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https://github.com/TES3MP/openmw-tes3mp.git
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Mark all derived classes from ESM::ObjectsState and overriden functions as final
This commit is contained in:
parent
05884e690f
commit
5209f5ff6d
5 changed files with 25 additions and 25 deletions
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@ -8,18 +8,18 @@ namespace ESM
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{
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{
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// format 0, saved games only
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// format 0, saved games only
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struct ContainerState : public ObjectState
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struct ContainerState final : public ObjectState
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{
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{
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InventoryState mInventory;
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InventoryState mInventory;
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virtual void load (ESMReader &esm);
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void load (ESMReader &esm) final;
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virtual void save (ESMWriter &esm, bool inInventory = false) const;
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void save (ESMWriter &esm, bool inInventory = false) const final;
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virtual ContainerState& asContainerState()
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ContainerState& asContainerState() final
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{
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{
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return *this;
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return *this;
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}
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}
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virtual const ContainerState& asContainerState() const
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const ContainerState& asContainerState() const final
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{
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{
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return *this;
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return *this;
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}
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}
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@ -7,19 +7,19 @@ namespace ESM
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{
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{
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// format 0, saved games only
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// format 0, saved games only
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struct CreatureLevListState : public ObjectState
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struct CreatureLevListState final : public ObjectState
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{
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{
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int mSpawnActorId;
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int mSpawnActorId;
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bool mSpawn;
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bool mSpawn;
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virtual void load (ESMReader &esm);
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void load (ESMReader &esm) final;
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virtual void save (ESMWriter &esm, bool inInventory = false) const;
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void save (ESMWriter &esm, bool inInventory = false) const final;
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virtual CreatureLevListState& asCreatureLevListState()
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CreatureLevListState& asCreatureLevListState() final
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{
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{
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return *this;
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return *this;
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}
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}
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virtual const CreatureLevListState& asCreatureLevListState() const
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const CreatureLevListState& asCreatureLevListState() const final
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{
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{
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return *this;
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return *this;
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}
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}
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@ -9,7 +9,7 @@ namespace ESM
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{
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{
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// format 0, saved games only
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// format 0, saved games only
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struct CreatureState : public ObjectState
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struct CreatureState final : public ObjectState
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{
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{
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InventoryState mInventory;
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InventoryState mInventory;
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CreatureStats mCreatureStats;
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CreatureStats mCreatureStats;
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@ -17,14 +17,14 @@ namespace ESM
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/// Initialize to default state
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/// Initialize to default state
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void blank();
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void blank();
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virtual void load (ESMReader &esm);
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void load (ESMReader &esm) final;
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virtual void save (ESMWriter &esm, bool inInventory = false) const;
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void save (ESMWriter &esm, bool inInventory = false) const final;
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virtual CreatureState& asCreatureState()
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CreatureState& asCreatureState() final
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{
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{
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return *this;
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return *this;
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}
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}
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virtual const CreatureState& asCreatureState() const
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const CreatureState& asCreatureState() const final
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{
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{
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return *this;
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return *this;
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}
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}
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@ -7,18 +7,18 @@ namespace ESM
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{
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{
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// format 0, saved games only
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// format 0, saved games only
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struct DoorState : public ObjectState
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struct DoorState final : public ObjectState
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{
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{
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int mDoorState = 0;
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int mDoorState = 0;
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virtual void load (ESMReader &esm);
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void load (ESMReader &esm) final;
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virtual void save (ESMWriter &esm, bool inInventory = false) const;
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void save (ESMWriter &esm, bool inInventory = false) const final;
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virtual DoorState& asDoorState()
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DoorState& asDoorState() final
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{
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{
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return *this;
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return *this;
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}
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}
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virtual const DoorState& asDoorState() const
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const DoorState& asDoorState() const final
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{
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{
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return *this;
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return *this;
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}
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}
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@ -10,7 +10,7 @@ namespace ESM
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{
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{
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// format 0, saved games only
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// format 0, saved games only
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struct NpcState : public ObjectState
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struct NpcState final : public ObjectState
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{
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{
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InventoryState mInventory;
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InventoryState mInventory;
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NpcStats mNpcStats;
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NpcStats mNpcStats;
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@ -19,14 +19,14 @@ namespace ESM
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/// Initialize to default state
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/// Initialize to default state
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void blank();
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void blank();
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virtual void load (ESMReader &esm);
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void load (ESMReader &esm) final;
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virtual void save (ESMWriter &esm, bool inInventory = false) const;
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void save (ESMWriter &esm, bool inInventory = false) const final;
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virtual NpcState& asNpcState()
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NpcState& asNpcState() final
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{
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{
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return *this;
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return *this;
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}
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}
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virtual const NpcState& asNpcState() const
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const NpcState& asNpcState() const final
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{
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{
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return *this;
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return *this;
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}
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}
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