diff options
Diffstat (limited to 'src/Generating/VillageGen.cpp')
-rw-r--r-- | src/Generating/VillageGen.cpp | 18 |
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(); } |