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https://github.com/minetest/irrlicht.git
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Replace _IRR_OVERRIDE_ macro with override keyword
The commit also establishes a precedent of leaving off the `virtual` keyword in overrides. Although not strictly necessary, I believe this is good for readability because it makes it clear it is an override and not a pure virtual function, and it helps keep line lengths shorter. We should move towards eliminating the macro altogether, but the definition has been left in with a note on deprecation so that in-progress work will not suffer merge conflicts.
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@ -39,29 +39,29 @@ namespace scene
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virtual ~CSceneManager();
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//! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.
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virtual IAnimatedMesh* getMesh(const io::path& filename, const io::path& alternativeCacheName) _IRR_OVERRIDE_;
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IAnimatedMesh* getMesh(const io::path& filename, const io::path& alternativeCacheName) override;
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//! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.
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virtual IAnimatedMesh* getMesh(io::IReadFile* file) _IRR_OVERRIDE_;
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IAnimatedMesh* getMesh(io::IReadFile* file) override;
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//! Returns an interface to the mesh cache which is shared between all existing scene managers.
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virtual IMeshCache* getMeshCache() _IRR_OVERRIDE_;
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IMeshCache* getMeshCache() override;
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//! returns the video driver
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virtual video::IVideoDriver* getVideoDriver() _IRR_OVERRIDE_;
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video::IVideoDriver* getVideoDriver() override;
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//! return the gui environment
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virtual gui::IGUIEnvironment* getGUIEnvironment() _IRR_OVERRIDE_;
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gui::IGUIEnvironment* getGUIEnvironment() override;
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//! return the filesystem
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virtual io::IFileSystem* getFileSystem() _IRR_OVERRIDE_;
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io::IFileSystem* getFileSystem() override;
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//! adds a scene node for rendering an animated mesh model
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virtual IAnimatedMeshSceneNode* addAnimatedMeshSceneNode(IAnimatedMesh* mesh, ISceneNode* parent=0, s32 id=-1,
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& rotation = core::vector3df(0,0,0),
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const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f),
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bool alsoAddIfMeshPointerZero=false) _IRR_OVERRIDE_;
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bool alsoAddIfMeshPointerZero=false) override;
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//! adds a scene node for rendering a static mesh
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//! the returned pointer must not be dropped.
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@ -69,22 +69,22 @@ namespace scene
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& rotation = core::vector3df(0,0,0),
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const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f),
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bool alsoAddIfMeshPointerZero=false) _IRR_OVERRIDE_;
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bool alsoAddIfMeshPointerZero=false) override;
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//! renders the node.
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virtual void render() _IRR_OVERRIDE_;
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void render() override;
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//! returns the axis aligned bounding box of this node
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virtual const core::aabbox3d<f32>& getBoundingBox() const _IRR_OVERRIDE_;
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const core::aabbox3d<f32>& getBoundingBox() const override;
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//! registers a node for rendering it at a specific time.
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virtual u32 registerNodeForRendering(ISceneNode* node, E_SCENE_NODE_RENDER_PASS pass = ESNRP_AUTOMATIC) _IRR_OVERRIDE_;
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u32 registerNodeForRendering(ISceneNode* node, E_SCENE_NODE_RENDER_PASS pass = ESNRP_AUTOMATIC) override;
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//! Clear all nodes which are currently registered for rendering
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virtual void clearAllRegisteredNodesForRendering() _IRR_OVERRIDE_;
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void clearAllRegisteredNodesForRendering() override;
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//! draws all scene nodes
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virtual void drawAll() _IRR_OVERRIDE_;
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void drawAll() override;
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//! Adds a camera scene node to the tree and sets it as active camera.
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//! \param position: Position of the space relative to its parent where the camera will be placed.
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@ -95,7 +95,7 @@ namespace scene
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virtual ICameraSceneNode* addCameraSceneNode(ISceneNode* parent = 0,
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& lookat = core::vector3df(0,0,100),
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s32 id=-1, bool makeActive=true) _IRR_OVERRIDE_;
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s32 id=-1, bool makeActive=true) override;
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//! Adds a billboard scene node to the scene. A billboard is like a 3d sprite: A 2d element,
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//! which always looks to the camera. It is usually used for things like explosions, fire,
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@ -103,103 +103,103 @@ namespace scene
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virtual IBillboardSceneNode* addBillboardSceneNode(ISceneNode* parent = 0,
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const core::dimension2d<f32>& size = core::dimension2d<f32>(10.0f, 10.0f),
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const core::vector3df& position = core::vector3df(0,0,0), s32 id=-1,
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video::SColor shadeTop = 0xFFFFFFFF, video::SColor shadeBottom = 0xFFFFFFFF) _IRR_OVERRIDE_;
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video::SColor shadeTop = 0xFFFFFFFF, video::SColor shadeBottom = 0xFFFFFFFF) override;
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//! Adds a dummy transformation scene node to the scene graph.
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virtual IDummyTransformationSceneNode* addDummyTransformationSceneNode(
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ISceneNode* parent=0, s32 id=-1) _IRR_OVERRIDE_;
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ISceneNode* parent=0, s32 id=-1) override;
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//! Adds an empty scene node.
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virtual ISceneNode* addEmptySceneNode(ISceneNode* parent, s32 id=-1) _IRR_OVERRIDE_;
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ISceneNode* addEmptySceneNode(ISceneNode* parent, s32 id=-1) override;
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//! Returns the root scene node. This is the scene node which is parent
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//! of all scene nodes. The root scene node is a special scene node which
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//! only exists to manage all scene nodes. It is not rendered and cannot
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//! be removed from the scene.
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//! \return Pointer to the root scene node.
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virtual ISceneNode* getRootSceneNode() _IRR_OVERRIDE_;
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ISceneNode* getRootSceneNode() override;
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//! Returns the current active camera.
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//! \return The active camera is returned. Note that this can be NULL, if there
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//! was no camera created yet.
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virtual ICameraSceneNode* getActiveCamera() const _IRR_OVERRIDE_;
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ICameraSceneNode* getActiveCamera() const override;
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//! Sets the active camera. The previous active camera will be deactivated.
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//! \param camera: The new camera which should be active.
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virtual void setActiveCamera(ICameraSceneNode* camera) _IRR_OVERRIDE_;
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void setActiveCamera(ICameraSceneNode* camera) override;
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//! Adds an external mesh loader.
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virtual void addExternalMeshLoader(IMeshLoader* externalLoader) _IRR_OVERRIDE_;
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void addExternalMeshLoader(IMeshLoader* externalLoader) override;
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//! Returns the number of mesh loaders supported by Irrlicht at this time
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virtual u32 getMeshLoaderCount() const _IRR_OVERRIDE_;
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u32 getMeshLoaderCount() const override;
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//! Retrieve the given mesh loader
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virtual IMeshLoader* getMeshLoader(u32 index) const _IRR_OVERRIDE_;
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IMeshLoader* getMeshLoader(u32 index) const override;
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//! Returns a pointer to the scene collision manager.
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virtual ISceneCollisionManager* getSceneCollisionManager() _IRR_OVERRIDE_;
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ISceneCollisionManager* getSceneCollisionManager() override;
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//! Returns a pointer to the mesh manipulator.
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virtual IMeshManipulator* getMeshManipulator() _IRR_OVERRIDE_;
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IMeshManipulator* getMeshManipulator() override;
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//! Adds a scene node to the deletion queue.
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virtual void addToDeletionQueue(ISceneNode* node) _IRR_OVERRIDE_;
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void addToDeletionQueue(ISceneNode* node) override;
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//! Returns the first scene node with the specified id.
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virtual ISceneNode* getSceneNodeFromId(s32 id, ISceneNode* start=0) _IRR_OVERRIDE_;
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ISceneNode* getSceneNodeFromId(s32 id, ISceneNode* start=0) override;
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//! Returns the first scene node with the specified name.
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virtual ISceneNode* getSceneNodeFromName(const c8* name, ISceneNode* start=0) _IRR_OVERRIDE_;
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ISceneNode* getSceneNodeFromName(const c8* name, ISceneNode* start=0) override;
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//! Returns the first scene node with the specified type.
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virtual ISceneNode* getSceneNodeFromType(scene::ESCENE_NODE_TYPE type, ISceneNode* start=0) _IRR_OVERRIDE_;
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ISceneNode* getSceneNodeFromType(scene::ESCENE_NODE_TYPE type, ISceneNode* start=0) override;
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//! returns scene nodes by type.
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virtual void getSceneNodesFromType(ESCENE_NODE_TYPE type, core::array<scene::ISceneNode*>& outNodes, ISceneNode* start=0) _IRR_OVERRIDE_;
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void getSceneNodesFromType(ESCENE_NODE_TYPE type, core::array<scene::ISceneNode*>& outNodes, ISceneNode* start=0) override;
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//! Posts an input event to the environment. Usually you do not have to
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//! use this method, it is used by the internal engine.
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virtual bool postEventFromUser(const SEvent& event) _IRR_OVERRIDE_;
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bool postEventFromUser(const SEvent& event) override;
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//! Clears the whole scene. All scene nodes are removed.
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virtual void clear() _IRR_OVERRIDE_;
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void clear() override;
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//! Removes all children of this scene node
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virtual void removeAll() _IRR_OVERRIDE_;
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void removeAll() override;
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//! Returns interface to the parameters set in this scene.
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virtual io::IAttributes* getParameters() _IRR_OVERRIDE_;
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io::IAttributes* getParameters() override;
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//! Returns current render pass.
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virtual E_SCENE_NODE_RENDER_PASS getSceneNodeRenderPass() const _IRR_OVERRIDE_;
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E_SCENE_NODE_RENDER_PASS getSceneNodeRenderPass() const override;
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//! Creates a new scene manager.
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virtual ISceneManager* createNewSceneManager(bool cloneContent) _IRR_OVERRIDE_;
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ISceneManager* createNewSceneManager(bool cloneContent) override;
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//! Returns type of the scene node
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virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_SCENE_MANAGER; }
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ESCENE_NODE_TYPE getType() const override { return ESNT_SCENE_MANAGER; }
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//! Returns a mesh writer implementation if available
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virtual IMeshWriter* createMeshWriter(EMESH_WRITER_TYPE type) _IRR_OVERRIDE_;
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IMeshWriter* createMeshWriter(EMESH_WRITER_TYPE type) override;
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//! Get a skinned mesh, which is not available as header-only code
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virtual ISkinnedMesh* createSkinnedMesh() _IRR_OVERRIDE_;
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ISkinnedMesh* createSkinnedMesh() override;
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//! Sets ambient color of the scene
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virtual void setAmbientLight(const video::SColorf &ambientColor) _IRR_OVERRIDE_;
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void setAmbientLight(const video::SColorf &ambientColor) override;
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//! Returns ambient color of the scene
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virtual const video::SColorf& getAmbientLight() const _IRR_OVERRIDE_;
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const video::SColorf& getAmbientLight() const override;
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//! Get current render time.
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virtual E_SCENE_NODE_RENDER_PASS getCurrentRenderPass() const _IRR_OVERRIDE_ { return CurrentRenderPass; }
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E_SCENE_NODE_RENDER_PASS getCurrentRenderPass() const override { return CurrentRenderPass; }
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//! Set current render time.
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virtual void setCurrentRenderPass(E_SCENE_NODE_RENDER_PASS nextPass) _IRR_OVERRIDE_ { CurrentRenderPass = nextPass; }
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void setCurrentRenderPass(E_SCENE_NODE_RENDER_PASS nextPass) override { CurrentRenderPass = nextPass; }
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//! returns if node is culled
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virtual bool isCulled(const ISceneNode* node) const _IRR_OVERRIDE_;
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bool isCulled(const ISceneNode* node) const override;
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private:
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