From f9e667dd8c5e7311e05b3d3ed7d70011d91b0ad4 Mon Sep 17 00:00:00 2001 From: Andrei Kortunov Date: Wed, 26 Aug 2020 12:34:27 +0400 Subject: [PATCH] Fix MSVC warnings --- apps/openmw/mwphysics/physicssystem.hpp | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/apps/openmw/mwphysics/physicssystem.hpp b/apps/openmw/mwphysics/physicssystem.hpp index ade8775e6a..26005b396d 100644 --- a/apps/openmw/mwphysics/physicssystem.hpp +++ b/apps/openmw/mwphysics/physicssystem.hpp @@ -57,7 +57,7 @@ namespace MWPhysics { public: PhysicsSystem (Resource::ResourceSystem* resourceSystem, osg::ref_ptr parentNode); - ~PhysicsSystem (); + virtual ~PhysicsSystem (); void setUnrefQueue(SceneUtil::UnrefQueue* unrefQueue); @@ -109,17 +109,17 @@ namespace MWPhysics /// target vector hits the collision shape and then calculates distance from the intersection point. /// This can be used to find out how much nearer we need to move to the target for a "getHitContact" to be successful. /// \note Only Actor targets are supported at the moment. - float getHitDistance(const osg::Vec3f& point, const MWWorld::ConstPtr& target) const final; + float getHitDistance(const osg::Vec3f& point, const MWWorld::ConstPtr& target) const override final; /// @param me Optional, a Ptr to ignore in the list of results. targets are actors to filter for, ignoring all other actors. RayCastingResult castRay(const osg::Vec3f &from, const osg::Vec3f &to, const MWWorld::ConstPtr& ignore = MWWorld::ConstPtr(), std::vector targets = std::vector(), - int mask = CollisionType_World|CollisionType_HeightMap|CollisionType_Actor|CollisionType_Door, int group=0xff) const final; + int mask = CollisionType_World|CollisionType_HeightMap|CollisionType_Actor|CollisionType_Door, int group=0xff) const override final; - RayCastingResult castSphere(const osg::Vec3f& from, const osg::Vec3f& to, float radius) const final; + RayCastingResult castSphere(const osg::Vec3f& from, const osg::Vec3f& to, float radius) const override final; /// Return true if actor1 can see actor2. - bool getLineOfSight(const MWWorld::ConstPtr& actor1, const MWWorld::ConstPtr& actor2) const final; + bool getLineOfSight(const MWWorld::ConstPtr& actor1, const MWWorld::ConstPtr& actor2) const override final; bool isOnGround (const MWWorld::Ptr& actor);