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Mark classes as final
It lets complier to make extra optimization. See: https://gcc.godbolt.org/#compilers:!((compiler:g6,options:'-O2+-Wall++- xc%2B%2B+- std%3Dc%2B%2B11',sourcez:MYGwhgzhAECC0G8BQAHArgIxAS2ALiWiOgDdsAnAFzTBFIHtsATaAMwAoBKaAXmgAYA3EgC%2BwpKEgwAQtDzR0WXHESpMOfIWIlGLDt1bYAdrWj0SAU3LlmF4WKQTwUaAGE5C9cvjJFGgsQMzGxcZpbWtvbiOsGs9PTs0gBk0BjcyIEYAHT69o4xLBhg5OyuKcDpWkTAOVz2QAA%3D%3D)),filterAsm: (commentOnly:!t,directives:!t,intel:!t,labels:!t),version:3
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@ -3,7 +3,7 @@
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#include <glm/glm.hpp>
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#include <ai/CharacterController.hpp>
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class DefaultAIController : public CharacterController {
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class DefaultAIController final : public CharacterController {
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glm::vec3 gotoPos{};
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public:
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@ -5,7 +5,7 @@
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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class PlayerController : public CharacterController {
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class PlayerController final : public CharacterController {
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private:
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glm::quat cameraRotation{1.0f, 0.0f, 0.0f, 0.0f};
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@ -60,7 +60,7 @@ private:
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std::vector<MessageReceiver*> receivers;
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};
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class StdOutReceiver : public Logger::MessageReceiver {
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class StdOutReceiver final : public Logger::MessageReceiver {
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void messageReceived(const Logger::LogMessage&) override;
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};
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@ -6,7 +6,7 @@
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/**
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* Implements raycast callback that ignores a specified btCollisionObject
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*/
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class ClosestNotMeRayResultCallback
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class ClosestNotMeRayResultCallback final
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: public btCollisionWorld::ClosestRayResultCallback {
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btCollisionObject* _self;
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@ -53,7 +53,7 @@ class GameWorld;
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* @brief The CharacterObject struct
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* Implements Character object behaviours.
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*/
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class CharacterObject : public GameObject, public ClumpObject {
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class CharacterObject final : public GameObject, public ClumpObject {
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private:
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CharacterState currentState{};
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@ -13,7 +13,7 @@ class ModelFrame;
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/**
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* @brief Object type used for cutscene animations.
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*/
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class CutsceneObject : public GameObject, public ClumpObject {
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class CutsceneObject final : public GameObject, public ClumpObject {
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GameObject* _parent = nullptr;
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ModelFrame* _bone = nullptr;
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@ -16,7 +16,7 @@ class GameWorld;
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* @struct InstanceObject
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* A simple object instance
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*/
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class InstanceObject : public GameObject {
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class InstanceObject final : public GameObject {
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float health = 100.f;
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bool visible =true;
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bool floating = false;
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@ -14,7 +14,7 @@ struct WeaponData;
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/**
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* @brief Implements weapon projectile (e.g. molotovs, RPGs etc.)
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*/
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class ProjectileObject : public GameObject {
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class ProjectileObject final : public GameObject {
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public:
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enum ProjectileType {
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Grenade,
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@ -25,7 +25,7 @@ constexpr float kVehicleMaxExitVelocity = 0.15f;
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/**
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* A raycaster that will ignore the body of the vehicle when casting rays
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*/
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class VehicleRaycaster : public btVehicleRaycaster {
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class VehicleRaycaster final : public btVehicleRaycaster {
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btDynamicsWorld* _world;
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VehicleObject* _vehicle;
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@ -59,7 +59,7 @@ public:
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}
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};
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class VehiclePartMotionState : public btMotionState {
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class VehiclePartMotionState final : public btMotionState {
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public:
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VehiclePartMotionState(VehicleObject* object, VehicleObject::Part* part)
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: m_object(object), m_part(part) {
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@ -30,7 +30,7 @@ class btHingeConstraint;
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* @class VehicleObject
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* Implements Vehicle behaviours.
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*/
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class VehicleObject : public GameObject, public ClumpObject {
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class VehicleObject final : public GameObject, public ClumpObject {
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private:
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float steerAngle{0.f};
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float throttle{0.f};
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@ -17,7 +17,7 @@ class DrawBuffer;
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class GameRenderer;
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class GeometryBuffer;
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class DebugDraw : public btIDebugDraw {
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class DebugDraw final : public btIDebugDraw {
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public:
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DebugDraw();
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~DebugDraw() override;
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@ -245,9 +245,9 @@ protected:
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SceneUniformData lastSceneData{};
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};
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class OpenGLRenderer : public Renderer {
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class OpenGLRenderer final : public Renderer {
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public:
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class OpenGLShaderProgram : public ShaderProgram {
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class OpenGLShaderProgram final : public ShaderProgram {
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GLuint program;
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std::map<std::string, GLint> uniforms;
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@ -19,7 +19,7 @@
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class PlayerController;
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class RWGame : public GameBase {
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class RWGame final : public GameBase {
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GameData data;
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GameRenderer renderer;
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DebugDraw debug;
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@ -3,7 +3,7 @@
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#include "State.hpp"
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class BenchmarkState : public State {
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class BenchmarkState final : public State {
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struct TrackPoint {
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float time;
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glm::vec3 position{};
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@ -3,7 +3,7 @@
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#include "State.hpp"
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class DebugState : public State {
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class DebugState final : public State {
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ViewCamera _debugCam;
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glm::vec3 _movement{};
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glm::vec2 _debugLook{};
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@ -6,7 +6,7 @@
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class GameObject;
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class PlayerController;
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class IngameState : public State {
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class IngameState final : public State {
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enum CameraMode {
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CAMERA_CLOSE = 0,
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CAMERA_NORMAL = 1,
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@ -4,7 +4,7 @@
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#include <functional>
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class LoadingState : public State {
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class LoadingState final : public State {
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std::function<void(void)> complete;
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public:
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#include "StateManager.hpp"
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class MenuState : public State {
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class MenuState final : public State {
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public:
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MenuState(RWGame* game);
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#include "StateManager.hpp"
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class PauseState : public State {
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class PauseState final : public State {
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public:
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PauseState(RWGame* game);
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