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add final
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1b7be5d7db
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@ -24,7 +24,7 @@ class AchievementCacheKey;
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* The mission inventory of an entity. Tracks mission state for each mission that can be accepted and allows for
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* The mission inventory of an entity. Tracks mission state for each mission that can be accepted and allows for
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* progression of each of the mission task types (see eMissionTaskType).
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* progression of each of the mission task types (see eMissionTaskType).
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*/
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*/
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class MissionComponent : public Component
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class MissionComponent final : public Component
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{
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{
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public:
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MISSION;
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MISSION;
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@ -66,7 +66,7 @@ private:
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/**
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/**
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* Allows entities to offer missions to other entities, depending on their mission inventory progression.
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* Allows entities to offer missions to other entities, depending on their mission inventory progression.
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*/
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*/
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class MissionOfferComponent : public Component {
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class MissionOfferComponent final : public Component {
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public:
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MISSION_OFFER;
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MISSION_OFFER;
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@ -12,7 +12,7 @@ enum class ePhysicsBehaviorType : int32_t;
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/**
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/**
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* Component that represents entities that are a model, e.g. collectible models and BBB models.
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* Component that represents entities that are a model, e.g. collectible models and BBB models.
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*/
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*/
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class ModelBehaviorComponent : public Component {
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class ModelBehaviorComponent final : public Component {
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public:
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MODEL_BEHAVIOR;
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MODEL_BEHAVIOR;
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@ -15,7 +15,7 @@ namespace RakNet {
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* same as having said items in your inventory (the subkey for this component) this component is the one that
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* same as having said items in your inventory (the subkey for this component) this component is the one that
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* renders the entity into the world.
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* renders the entity into the world.
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*/
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*/
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class ModuleAssemblyComponent : public Component {
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class ModuleAssemblyComponent final : public Component {
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public:
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MODULE_ASSEMBLY;
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MODULE_ASSEMBLY;
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