Use of final

This commit is contained in:
David Markowitz 2023-06-26 01:23:22 -07:00
parent a5611e9c7f
commit 06acd23cb7
6 changed files with 10 additions and 21 deletions

View File

@ -6,7 +6,7 @@
class Entity;
class AchievementVendorComponent : public VendorComponent {
class AchievementVendorComponent final : public VendorComponent {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::ACHIEVEMENT_VENDOR;
AchievementVendorComponent(Entity* parent);

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@ -51,7 +51,7 @@ struct AiSkillEntry {
/**
* Handles the AI of entities, making them wander, tether and attack their enemies
*/
class BaseCombatAIComponent : public Component {
class BaseCombatAIComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::BASE_COMBAT_AI;

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@ -46,7 +46,6 @@ void BouncerComponent::SetBouncerEnabled(bool value) {
m_ParentEntity->TriggerEvent(eTriggerEventType::PET_OFF_SWITCH, m_ParentEntity);
GameMessages::SendStopFXEffect(m_ParentEntity, true, "PetOnSwitch");
}
}
void BouncerComponent::LookupPetSwitch() {

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@ -10,7 +10,7 @@
/**
* Attached to bouncer entities, allowing other entities to bounce off of it
*/
class BouncerComponent : public Component {
class BouncerComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::BOUNCER;

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@ -14,12 +14,6 @@
std::unordered_map<int32_t, std::vector<BuffParameter>> BuffComponent::m_Cache{};
BuffComponent::BuffComponent(Entity* parent) : Component(parent) {
}
BuffComponent::~BuffComponent() {
}
void BuffComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
if (!bIsInitialUpdate) return;
if (m_Buffs.empty()) {

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@ -14,20 +14,18 @@ class Entity;
/**
* Extra information on effects to apply after applying a buff, for example whether to buff armor, imag or health and by how much
*/
struct BuffParameter
{
int32_t buffId;
struct BuffParameter {
int32_t buffId = 0;
std::string name;
float value;
float value = 0.0f;
std::vector<float> values;
int32_t effectId;
int32_t effectId = 0;
};
/**
* Meta information about a buff that can be applied, e.g. how long it's applied, who applied it, etc.
*/
struct Buff
{
struct Buff {
int32_t id = 0;
float time = 0;
float tick = 0;
@ -40,13 +38,11 @@ struct Buff
/**
* Allows for the application of buffs to the parent entity, altering health, armor and imagination.
*/
class BuffComponent : public Component {
class BuffComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::BUFF;
explicit BuffComponent(Entity* parent);
~BuffComponent();
explicit BuffComponent(Entity* parent) : Component(parent) { };
Entity* GetParentEntity() const;