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	add final
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		| @@ -24,7 +24,7 @@ class AchievementCacheKey; | ||||
|   * The mission inventory of an entity. Tracks mission state for each mission that can be accepted and allows for | ||||
|   * progression of each of the mission task types (see eMissionTaskType). | ||||
|   */ | ||||
| class MissionComponent : public Component | ||||
| class MissionComponent final : public Component | ||||
| { | ||||
| public: | ||||
| 	inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MISSION; | ||||
|   | ||||
| @@ -66,7 +66,7 @@ private: | ||||
| /** | ||||
|  * Allows entities to offer missions to other entities, depending on their mission inventory progression. | ||||
|  */ | ||||
| class MissionOfferComponent : public Component { | ||||
| class MissionOfferComponent final : public Component { | ||||
| public: | ||||
| 	inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MISSION_OFFER; | ||||
|  | ||||
|   | ||||
| @@ -12,7 +12,7 @@ enum class ePhysicsBehaviorType : int32_t; | ||||
| /** | ||||
|  * Component that represents entities that are a model, e.g. collectible models and BBB models. | ||||
|  */ | ||||
| class ModelBehaviorComponent : public Component { | ||||
| class ModelBehaviorComponent final : public Component { | ||||
| public: | ||||
| 	inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MODEL_BEHAVIOR; | ||||
|  | ||||
|   | ||||
| @@ -15,7 +15,7 @@ namespace RakNet { | ||||
|  * same as having said items in your inventory (the subkey for this component) this component is the one that | ||||
|  * renders the entity into the world. | ||||
|  */ | ||||
| class ModuleAssemblyComponent : public Component { | ||||
| class ModuleAssemblyComponent final : public Component { | ||||
| public: | ||||
| 	inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MODULE_ASSEMBLY; | ||||
|  | ||||
|   | ||||
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	 David Markowitz
					David Markowitz