Add missing overrides.

This commit is contained in:
Aokromes committed 2016-08-05 01:12:48 +02:00
1 parent 0f965a530e
commit 69e1738554
4 files changed
+5 -5

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@@ -774,7 +774,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Map
void SetGoAnimProgress(uint8 animprogress) { SetByteValue(GAMEOBJECT_BYTES_1, 3, animprogress); }
static void SetGoArtKit(uint8 artkit, GameObject* go, ObjectGuid::LowType lowguid = 0);
bool SetInPhase(uint32 id, bool update, bool apply);
bool SetInPhase(uint32 id, bool update, bool apply) override;
void EnableCollision(bool enable);
void Use(Unit* user);
+1 -1
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@@ -474,7 +474,7 @@ class WorldObject : public Object, public WorldLocation
uint32 GetInstanceId() const { return m_InstanceId; }
virtual void SetPhaseMask(uint32 newPhaseMask, bool update);
virtual bool SetInPhase(uint32 id, bool update, bool apply);
virtual bool SetInPhase(uint32 id, bool update, bool apply) override;
void CopyPhaseFrom(WorldObject* obj, bool update = false);
void UpdateAreaPhase();
void ClearPhases(bool update = false);
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@@ -2147,7 +2147,7 @@ class Player : public Unit, public GridObject<Player>
int32 CalculateCorpseReclaimDelay(bool load = false) const;
void SendCorpseReclaimDelay(uint32 delay) const;
uint32 GetBlockPercent() const { return GetUInt32Value(PLAYER_SHIELD_BLOCK); }
uint32 GetBlockPercent() const override { return GetUInt32Value(PLAYER_SHIELD_BLOCK); }
bool CanParry() const { return m_canParry; }
void SetCanParry(bool value);
bool CanBlock() const { return m_canBlock; }
@@ -2498,7 +2498,7 @@ class Player : public Unit, public GridObject<Player>
void SendMovementSetCanTransitionBetweenSwimAndFly(bool apply);
void SendMovementSetCollisionHeight(float height);
bool CanFly() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_CAN_FLY); }
bool CanFly() const override { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_CAN_FLY); }
//! Return collision height sent to client
float GetCollisionHeight(bool mounted) const;
+1 -1
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@@ -1937,7 +1937,7 @@ class Unit : public WorldObject
void SetVisible(bool x);
// common function for visibility checks for player/creatures with detection code
bool SetInPhase(uint32 id, bool update, bool apply);
bool SetInPhase(uint32 id, bool update, bool apply) override;
void UpdateObjectVisibility(bool forced = true) override;
SpellImmuneList m_spellImmune[MAX_SPELL_IMMUNITY];