refactor(Core): apply clang-tidy modernize-use-override (#3817)
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9facd81e54
commit
d4a58700d4
561 changed files with 9574 additions and 9574 deletions
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@ -101,7 +101,7 @@ public:
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_timer = 1;
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}
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void UpdateAI(uint32 diff)
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void UpdateAI(uint32 diff) override
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{
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if (_timer)
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{
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@ -118,7 +118,7 @@ public:
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uint32 _timer;
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};
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GameObjectAI* GetAI(GameObject* go) const
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GameObjectAI* GetAI(GameObject* go) const override
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{
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return new go_witherbark_totem_bundleAI(go);
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}
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@ -287,19 +287,19 @@ public:
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go->SummonCreature(NPC_WINTERFIN_TADPOLE, go->GetPositionX() + cos(2 * M_PI * i / 3.0f) * 0.60f, go->GetPositionY() + sin(2 * M_PI * i / 3.0f) * 0.60f, go->GetPositionZ() + 0.5f, go->GetOrientation(), TEMPSUMMON_CORPSE_TIMED_DESPAWN, 30000);
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}
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void OnStateChanged(uint32 state, Unit* /*unit*/)
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void OnStateChanged(uint32 state, Unit* /*unit*/) override
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{
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if (requireSummon == 1 && state == GO_READY)
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requireSummon = 2;
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}
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void UpdateAI(uint32 /*diff*/)
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void UpdateAI(uint32 /*diff*/) override
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{
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if (go->isSpawned() && requireSummon == 2)
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SummonTadpoles();
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}
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bool GossipHello(Player* player, bool /*reportUse*/)
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bool GossipHello(Player* player, bool /*reportUse*/) override
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{
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if (requireSummon)
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return false;
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@ -320,7 +320,7 @@ public:
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}
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};
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GameObjectAI* GetAI(GameObject* go) const
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GameObjectAI* GetAI(GameObject* go) const override
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{
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return new go_tadpole_cageAI(go);
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}
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@ -342,7 +342,7 @@ public:
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timer { 0 }
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{ }
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void UpdateAI(uint32 diff)
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void UpdateAI(uint32 diff) override
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{
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timer += diff;
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if (timer > 3000)
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@ -367,7 +367,7 @@ public:
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uint32 timer;
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};
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GameObjectAI* GetAI(GameObject* go) const
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GameObjectAI* GetAI(GameObject* go) const override
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{
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return new go_flamesAI(go);
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}
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@ -389,7 +389,7 @@ public:
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timer { 0 }
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{ }
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void UpdateAI(uint32 diff)
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void UpdateAI(uint32 diff) override
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{
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timer += diff;
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if (timer > 3000)
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@ -414,7 +414,7 @@ public:
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uint32 timer;
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};
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GameObjectAI* GetAI(GameObject* go) const
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GameObjectAI* GetAI(GameObject* go) const override
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{
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return new go_heatAI(go);
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}
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@ -1395,7 +1395,7 @@ public:
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/// _and_ CMSG_GAMEOBJECT_REPORT_USE, this GossipHello hook is called
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/// twice. The script's handling is fine as it won't remove two charges
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/// on the well. We have to find how to segregate REPORT_USE and USE.
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bool GossipHello(Player* player, bool reportUse)
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bool GossipHello(Player* player, bool reportUse) override
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{
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if (reportUse)
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return false;
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@ -1437,7 +1437,7 @@ public:
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uint32 _stoneId;
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};
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GameObjectAI* GetAI(GameObject* go) const
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GameObjectAI* GetAI(GameObject* go) const override
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{
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return new go_soulwellAI(go);
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}
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