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-rw-r--r--src/Generating/VillageGen.cpp18
1 files changed, 9 insertions, 9 deletions
diff --git a/src/Generating/VillageGen.cpp b/src/Generating/VillageGen.cpp
index a7f66b75e..f74b996a1 100644
--- a/src/Generating/VillageGen.cpp
+++ b/src/Generating/VillageGen.cpp
@@ -84,8 +84,8 @@ public:
}
- // cPrefabPiecePool overrides:
- virtual int GetPieceWeight(const cPlacedPiece & a_PlacedPiece, const cPiece::cConnector & a_ExistingConnector, const cPiece & a_NewPiece) override
+ // cPrefabPiecePool /*override*/s:
+ virtual int GetPieceWeight(const cPlacedPiece & a_PlacedPiece, const cPiece::cConnector & a_ExistingConnector, const cPiece & a_NewPiece) /*override*/
{
// Roads cannot branch T-wise (appending -2 connector to a +2 connector on a 1-high piece):
if ((a_ExistingConnector.m_Type == 2) && (a_PlacedPiece.GetDepth() > 0) && (a_PlacedPiece.GetPiece().GetSize().y == 1))
@@ -187,8 +187,8 @@ protected:
BLOCKTYPE m_WaterRoadBlock;
- // cGridStructGen::cStructure overrides:
- virtual void DrawIntoChunk(cChunkDesc & a_Chunk) override
+ // cGridStructGen::cStructure /*override*/s:
+ virtual void DrawIntoChunk(cChunkDesc & a_Chunk) /*override*/
{
// Iterate over all items
// Each intersecting prefab is placed on ground, then drawn
@@ -258,7 +258,7 @@ protected:
}
- // cPiecePool overrides:
+ // cPiecePool /*override*/s:
virtual cPieces GetPiecesWithConnector(int a_ConnectorType)
{
return m_Prefabs.GetPiecesWithConnector(a_ConnectorType);
@@ -275,7 +275,7 @@ protected:
const cPlacedPiece & a_PlacedPiece,
const cPiece::cConnector & a_ExistingConnector,
const cPiece & a_NewPiece
- ) override
+ ) /*override*/
{
// Check against the density:
if (a_ExistingConnector.m_Type == 1)
@@ -293,19 +293,19 @@ protected:
}
- virtual int GetStartingPieceWeight(const cPiece & a_NewPiece) override
+ virtual int GetStartingPieceWeight(const cPiece & a_NewPiece) /*override*/
{
return m_Prefabs.GetStartingPieceWeight(a_NewPiece);
}
- virtual void PiecePlaced(const cPiece & a_Piece) override
+ virtual void PiecePlaced(const cPiece & a_Piece) /*override*/
{
m_Prefabs.PiecePlaced(a_Piece);
}
- virtual void Reset(void) override
+ virtual void Reset(void) /*override*/
{
m_Prefabs.Reset();
}