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authorSamuel Barney <samjbarney@gmail.com>2014-08-21 21:43:19 +0200
committerSamuel Barney <samjbarney@gmail.com>2014-08-21 21:43:19 +0200
commit01c899f9036a01d7c60d05b89c953138a1770810 (patch)
tree964e8ee4893a1fe346d20fdfbe027bf30a4ba122 /src
parentTemporarily commented out override directives. (diff)
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Diffstat (limited to 'src')
-rw-r--r--src/ChunkSender.h6
-rw-r--r--src/Generating/ChunkGenerator.h2
-rw-r--r--src/OSSupport/IsThread.h4
3 files changed, 6 insertions, 6 deletions
diff --git a/src/ChunkSender.h b/src/ChunkSender.h
index 9b0136a79..c0c427dbd 100644
--- a/src/ChunkSender.h
+++ b/src/ChunkSender.h
@@ -152,10 +152,10 @@ protected:
sBlockCoords m_BlockEntities; // Coords of the block entities to send
// TODO: sEntityIDs m_Entities; // Entity-IDs of the entities to send
- // cIsThread /*override*/:
- virtual void Execute(void) /*override*/;
+ // cIsThread override:
+ virtual void Execute(void) override;
- // cChunkDataCollector /*override*/s:
+ // cChunkDataCollector overrides:
// (Note that they are called while the ChunkMap's CS is locked - don't do heavy calculations here!)
virtual void BiomeData (const cChunkDef::BiomeMap * a_BiomeMap) /*override*/;
virtual void Entity (cEntity * a_Entity) /*override*/;
diff --git a/src/Generating/ChunkGenerator.h b/src/Generating/ChunkGenerator.h
index 8c5d47b79..47c3ee108 100644
--- a/src/Generating/ChunkGenerator.h
+++ b/src/Generating/ChunkGenerator.h
@@ -71,7 +71,7 @@ public:
virtual ~cPluginInterface() {}
/** Called when the chunk is about to be generated.
- The generator may be partly or fully /*override*/n by the implementation
+ The generator may be partly or fully overridden by the implementation
*/
virtual void CallHookChunkGenerating(cChunkDesc & a_ChunkDesc) = 0;
diff --git a/src/OSSupport/IsThread.h b/src/OSSupport/IsThread.h
index 2b9b2ae4b..f349d0895 100644
--- a/src/OSSupport/IsThread.h
+++ b/src/OSSupport/IsThread.h
@@ -7,7 +7,7 @@
/*
Usage:
To have a new thread, declare a class descending from cIsClass.
-Then /*override*/ its Execute() method to provide your thread processing.
+Then override its Execute() method to provide your thread processing.
In the descending class' constructor call the Start() method to start the thread once you're finished with initialization.
*/
@@ -29,7 +29,7 @@ protected:
/// This is the main thread entrypoint
virtual void Execute(void) = 0;
- /// The /*override*/n Execute() method should check this value periodically and terminate if this is true
+ /// The overridden Execute() method should check this value periodically and terminate if this is true
volatile bool m_ShouldTerminate;
public: