Misc: Use override and final C++11 keywords in a few places (mostly scripts)

OVERRIDE and FINAL are TC macros (expand to nothing if compiler does not  support C++11)
This commit is contained in:
Nay
2013-07-06 20:21:45 +01:00
parent 0c911af24c
commit 3561ab98ba
577 changed files with 8945 additions and 8757 deletions

View File

@@ -111,7 +111,7 @@ class example_creature : public CreatureScript
// *** HANDLED FUNCTION ***
//This is called after spawn and whenever the core decides we need to evade
void Reset()
void Reset() OVERRIDE
{
m_uiPhase = 1; // Start in phase 1
m_uiPhaseTimer = 60000; // 60 seconds
@@ -125,7 +125,7 @@ class example_creature : public CreatureScript
// *** HANDLED FUNCTION ***
// Enter Combat called once per combat
void EnterCombat(Unit* who)
void EnterCombat(Unit* who) OVERRIDE
{
//Say some stuff
Talk(SAY_AGGRO, who->GetGUID());
@@ -134,21 +134,21 @@ class example_creature : public CreatureScript
// *** HANDLED FUNCTION ***
// Attack Start is called when victim change (including at start of combat)
// By default, attack who and start movement toward the victim.
//void AttackStart(Unit* who)
//void AttackStart(Unit* who) OVERRIDE
//{
// ScriptedAI::AttackStart(who);
//}
// *** HANDLED FUNCTION ***
// Called when going out of combat. Reset is called just after.
void EnterEvadeMode()
void EnterEvadeMode() OVERRIDE
{
Talk(SAY_EVADE);
}
// *** HANDLED FUNCTION ***
//Our Receive emote function
void ReceiveEmote(Player* /*player*/, uint32 uiTextEmote)
void ReceiveEmote(Player* /*player*/, uint32 uiTextEmote) OVERRIDE
{
me->HandleEmoteCommand(uiTextEmote);
@@ -165,7 +165,7 @@ class example_creature : public CreatureScript
// *** HANDLED FUNCTION ***
//Update AI is called Every single map update (roughly once every 50ms if a player is within the grid)
void UpdateAI(uint32 uiDiff)
void UpdateAI(uint32 uiDiff) OVERRIDE
{
//Out of combat timers
if (!me->GetVictim())
@@ -262,12 +262,12 @@ class example_creature : public CreatureScript
}
};
CreatureAI* GetAI(Creature* creature) const
CreatureAI* GetAI(Creature* creature) const OVERRIDE
{
return new example_creatureAI(creature);
}
bool OnGossipHello(Player* player, Creature* creature)
bool OnGossipHello(Player* player, Creature* creature) OVERRIDE
{
player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
player->SEND_GOSSIP_MENU(907, creature->GetGUID());
@@ -275,7 +275,7 @@ class example_creature : public CreatureScript
return true;
}
bool OnGossipSelect(Player* player, Creature* creature, uint32 /*sender*/, uint32 action)
bool OnGossipSelect(Player* player, Creature* creature, uint32 /*sender*/, uint32 action) OVERRIDE
{
player->PlayerTalkClass->ClearMenus();
if (action == GOSSIP_ACTION_INFO_DEF+1)