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Added __declspec(novtable) to class definitions containing virtual fu…
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…nctions.

This is done by the NOVTABLE macro, and it can be disabled easily.
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AlexBx committed Jan 29, 2015
1 parent 6080200 commit 523b767
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Showing 87 changed files with 92 additions and 90 deletions.
2 changes: 1 addition & 1 deletion AITriggerTypeClass.h
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Expand Up @@ -20,7 +20,7 @@ struct AITriggerConditionComparator
int ComparatorOperand;
};

class AITriggerTypeClass : public AbstractTypeClass
class NOVTABLE AITriggerTypeClass : public AbstractTypeClass
{
public:
static const AbstractType AbsID = AbstractType::AITriggerType;
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2 changes: 1 addition & 1 deletion AbstractClass.h
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Expand Up @@ -39,7 +39,7 @@ struct OwnedTiberiumStruct
//---

//The AbstractClass is the base class of all game objects.
class AbstractClass : public IPersistStream, public IRTTITypeInfo, public INoticeSink, public INoticeSource
class NOVTABLE AbstractClass : public IPersistStream, public IRTTITypeInfo, public INoticeSink, public INoticeSource
{
public:
static const AbstractType AbsID = AbstractType::Abstract;
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2 changes: 1 addition & 1 deletion AbstractTypeClass.h
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Expand Up @@ -39,7 +39,7 @@ class CCINIClass;
}
//---

class AbstractTypeClass : public AbstractClass
class NOVTABLE AbstractTypeClass : public AbstractClass
{
public:
static const AbstractType AbsID = AbstractType::Abstract;
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2 changes: 1 addition & 1 deletion AircraftClass.h
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Expand Up @@ -15,7 +15,7 @@ class StageClass : public IFlyControl{ };
class FlasherClass : public StageClass{ };

//AircraftClass
class AircraftClass : public FootClass, public FlasherClass
class NOVTABLE AircraftClass : public FootClass, public FlasherClass
{
public:
static const AbstractType AbsID = AbstractType::Aircraft;
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2 changes: 1 addition & 1 deletion AircraftTypeClass.h
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Expand Up @@ -3,7 +3,7 @@

#include <TechnoTypeClass.h>

class AircraftTypeClass : public TechnoTypeClass
class NOVTABLE AircraftTypeClass : public TechnoTypeClass
{
public:
static const AbstractType AbsID = AbstractType::AircraftType;
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2 changes: 1 addition & 1 deletion AirstrikeClass.h
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Expand Up @@ -9,7 +9,7 @@ class ObjectClass;
class TechnoClass;

//The AirstrikeClass handles the airstrikes Boris calls in.
class AirstrikeClass : public AbstractClass
class NOVTABLE AirstrikeClass : public AbstractClass
{
public:
static const AbstractType AbsID = AbstractType::Airstrike;
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2 changes: 1 addition & 1 deletion AlphaShapeClass.h
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Expand Up @@ -10,7 +10,7 @@

class ObjectClass;

class AlphaShapeClass : public AbstractClass
class NOVTABLE AlphaShapeClass : public AbstractClass
{
public:
static const AbstractType AbsID = AbstractType::AlphaShape;
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2 changes: 1 addition & 1 deletion AnimClass.h
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Expand Up @@ -16,7 +16,7 @@ class BulletClass;
class HouseClass;
class LightConvertClass;

class AnimClass : public ObjectClass
class NOVTABLE AnimClass : public ObjectClass
{
public:
static const AbstractType AbsID = AbstractType::Anim;
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2 changes: 1 addition & 1 deletion AnimTypeClass.h
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Expand Up @@ -12,7 +12,7 @@ class OverlayTypeClass;
class ParticleTypeClass;
class WarheadTypeClass;

class AnimTypeClass : public ObjectTypeClass
class NOVTABLE AnimTypeClass : public ObjectTypeClass
{
public:
static const AbstractType AbsID = AbstractType::AnimType;
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2 changes: 1 addition & 1 deletion BombClass.h
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Expand Up @@ -9,7 +9,7 @@ class ObjectClass;
class TechnoClass;
class HouseClass;

class BombClass : public AbstractClass
class NOVTABLE BombClass : public AbstractClass
{
public:
static const AbstractType AbsID = AbstractType::Bomb;
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2 changes: 1 addition & 1 deletion BuildingClass.h
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Expand Up @@ -13,7 +13,7 @@ class FactoryClass;
class InfantryClass;
class LightSourceClass;

class BuildingClass : public TechnoClass
class NOVTABLE BuildingClass : public TechnoClass
{
public:
static const AbstractType AbsID = AbstractType::Building;
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2 changes: 1 addition & 1 deletion BuildingLightClass.h
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Expand Up @@ -4,7 +4,7 @@
#include <GeneralStructures.h>
#include <ObjectClass.h>

class BuildingLightClass : public ObjectClass
class NOVTABLE BuildingLightClass : public ObjectClass
{
public:
static const AbstractType AbsID = AbstractType::BuildingLight;
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2 changes: 1 addition & 1 deletion BuildingTypeClass.h
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Expand Up @@ -25,7 +25,7 @@ struct BuildingAnimFrameStruct
int FrameDuration;
};

class BuildingTypeClass : public TechnoTypeClass
class NOVTABLE BuildingTypeClass : public TechnoTypeClass
{
public:
static const AbstractType AbsID = AbstractType::BuildingType;
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2 changes: 1 addition & 1 deletion BulletClass.h
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Expand Up @@ -23,7 +23,7 @@ struct BulletData
// the velocities along the axes, or something like that
typedef Vector3D<double> BulletVelocity; // :3 -pd

class BulletClass : public ObjectClass
class NOVTABLE BulletClass : public ObjectClass
{
public:
static const AbstractType AbsID = AbstractType::Bullet;
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2 changes: 1 addition & 1 deletion BulletTypeClass.h
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Expand Up @@ -16,7 +16,7 @@ class TechnoClass;
class WeaponTypeClass;
class WarheadTypeClass;

class BulletTypeClass : public ObjectTypeClass
class NOVTABLE BulletTypeClass : public ObjectTypeClass
{
public:
static const AbstractType AbsID = AbstractType::BulletType;
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10 changes: 5 additions & 5 deletions CCFileClass.h
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Expand Up @@ -24,7 +24,7 @@ class eFileMode {
//--------------------------------------------------------------------
//Abstract File class
//--------------------------------------------------------------------
class FileClass
class NOVTABLE FileClass
{
public:
//Destructor
Expand Down Expand Up @@ -66,7 +66,7 @@ class FileClass
//--------------------------------------------------------------------
//Files in the game directory
//--------------------------------------------------------------------
class RawFileClass : public FileClass
class NOVTABLE RawFileClass : public FileClass
{
public:
//Destructor
Expand Down Expand Up @@ -112,7 +112,7 @@ class RawFileClass : public FileClass
//--------------------------------------------------------------------
//Files that get buffered in some way?
//--------------------------------------------------------------------
class BufferIOFileClass : public RawFileClass
class NOVTABLE BufferIOFileClass : public RawFileClass
{
public:
//Destructor
Expand Down Expand Up @@ -151,7 +151,7 @@ class BufferIOFileClass : public RawFileClass
//--------------------------------------------------------------------
//Files on a CD?
//--------------------------------------------------------------------
class CDFileClass : public BufferIOFileClass
class NOVTABLE CDFileClass : public BufferIOFileClass
{
public:
//Destructor
Expand All @@ -175,7 +175,7 @@ class CDFileClass : public BufferIOFileClass
//--------------------------------------------------------------------
//Files in MIXes
//--------------------------------------------------------------------
class CCFileClass : public CDFileClass
class NOVTABLE CCFileClass : public CDFileClass
{
public:
//Destructor
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2 changes: 1 addition & 1 deletion CampaignClass.h
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Expand Up @@ -4,7 +4,7 @@
#include <GeneralDefinitions.h>
#include <CCINIClass.h>

class CampaignClass : public AbstractTypeClass {
class NOVTABLE CampaignClass : public AbstractTypeClass {

public:
static const AbstractType AbsID = AbstractType::Campaign;
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2 changes: 1 addition & 1 deletion CaptureManagerClass.h
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Expand Up @@ -17,7 +17,7 @@ struct ControlNode
TimerStruct LinkDrawTimer;
};

class CaptureManagerClass : public AbstractClass
class NOVTABLE CaptureManagerClass : public AbstractClass
{
public:

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2 changes: 1 addition & 1 deletion CellClass.h
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Expand Up @@ -23,7 +23,7 @@ class TubeClass;
class FoggedObjectClass;
class TagClass;

class CellClass : public AbstractClass
class NOVTABLE CellClass : public AbstractClass
{
public:
static const AbstractType AbsID = AbstractType::Cell;
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2 changes: 1 addition & 1 deletion CommandClass.h
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Expand Up @@ -16,7 +16,7 @@
#include <GeneralDefinitions.h>
#include <ArrayClasses.h>

class CommandClass
class NOVTABLE CommandClass
{
public:
// static
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2 changes: 1 addition & 1 deletion DiskLaserClass.h
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Expand Up @@ -11,7 +11,7 @@ class LaserDrawClass;
class TechnoClass;
class WeaponTypeClass;

class DiskLaserClass : public AbstractClass
class NOVTABLE DiskLaserClass : public AbstractClass
{
public:
static const AbstractType AbsID = AbstractType::DiskLaser;
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2 changes: 1 addition & 1 deletion DisplayClass.h
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Expand Up @@ -24,7 +24,7 @@ class LayerClass : public DynamicVectorClass<ObjectClass*>

#define NUM_LAYERS 5

class DisplayClass : public MapClass
class NOVTABLE DisplayClass : public MapClass
{
public:
//WIP: DisplayClass::TacticalClass goes HERE
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2 changes: 1 addition & 1 deletion EMPulseClass.h
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Expand Up @@ -7,7 +7,7 @@

#include <AbstractClass.h>

class EMPulseClass : public AbstractClass
class NOVTABLE EMPulseClass : public AbstractClass
{
public:
static const AbstractType AbsID = AbstractType::EMPulse;
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2 changes: 1 addition & 1 deletion FactoryClass.h
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Expand Up @@ -12,7 +12,7 @@ class HouseClass;
class TechnoClass;
class TechnoTypeClass;

class FactoryClass : public AbstractClass
class NOVTABLE FactoryClass : public AbstractClass
{
public:
static const AbstractType AbsID = AbstractType::Factory;
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2 changes: 1 addition & 1 deletion FlyLocomotionClass.h
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Expand Up @@ -5,7 +5,7 @@

#include <LocomotionClass.h>

class FlyLocomotionClass : public LocomotionClass
class NOVTABLE FlyLocomotionClass : public LocomotionClass
{
public:
//IUnknown
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2 changes: 1 addition & 1 deletion FootClass.h
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Expand Up @@ -13,7 +13,7 @@
class LocomotionClass;
class TeamClass;

class FootClass : public TechnoClass
class NOVTABLE FootClass : public TechnoClass
{
public:
static const auto AbsDerivateID = AbstractFlags::Foot;
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2 changes: 1 addition & 1 deletion GScreenClass.h
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Expand Up @@ -4,7 +4,7 @@
#include <YRPPCore.h>
#include <Interfaces.h>

class GScreenClass : public IGameMap
class NOVTABLE GScreenClass : public IGameMap
{
public:
//Static
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2 changes: 1 addition & 1 deletion HouseClass.h
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Expand Up @@ -118,7 +118,7 @@ class BaseClass
};

//--- Here we go, finally...
class HouseClass : public AbstractClass, public IHouse, public IPublicHouse, public IConnectionPointContainer
class NOVTABLE HouseClass : public AbstractClass, public IHouse, public IPublicHouse, public IConnectionPointContainer
{
public:
static const AbstractType AbsID = AbstractType::House;
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2 changes: 1 addition & 1 deletion HouseTypeClass.h
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Expand Up @@ -11,7 +11,7 @@ class AircraftTypeClass;
class InfantryTypeClass;
class UnitTypeClass;

class HouseTypeClass : public AbstractTypeClass
class NOVTABLE HouseTypeClass : public AbstractTypeClass
{
public:
static const AbstractType AbsID = AbstractType::HouseType;
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2 changes: 1 addition & 1 deletion InfantryClass.h
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Expand Up @@ -8,7 +8,7 @@
#include <FootClass.h>
#include <InfantryTypeClass.h>

class InfantryClass : public FootClass
class NOVTABLE InfantryClass : public FootClass
{
public:
static const AbstractType AbsID = AbstractType::Infantry;
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2 changes: 1 addition & 1 deletion InfantryTypeClass.h
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Expand Up @@ -33,7 +33,7 @@ struct SequenceStruct
SubSequenceStruct Sequences[42];
};

class InfantryTypeClass : public TechnoTypeClass
class NOVTABLE InfantryTypeClass : public TechnoTypeClass
{
public:
static const AbstractType AbsID = AbstractType::InfantryType;
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2 changes: 1 addition & 1 deletion IsometricTileTypeClass.h
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Expand Up @@ -3,7 +3,7 @@

#include <ObjectTypeClass.h>

class IsometricTileTypeClass : public ObjectTypeClass
class NOVTABLE IsometricTileTypeClass : public ObjectTypeClass
{
static const AbstractType AbsID = AbstractType::IsotileType;

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2 changes: 1 addition & 1 deletion LightSourceClass.h
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Expand Up @@ -7,7 +7,7 @@

#include <AbstractClass.h>

class LightSourceClass : public AbstractClass
class NOVTABLE LightSourceClass : public AbstractClass
{
public:
static const AbstractType AbsID = AbstractType::LightSource;
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2 changes: 1 addition & 1 deletion LocomotionClass.h
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Expand Up @@ -17,7 +17,7 @@
#include <YRCom.h>
#include <Helpers/ComPtr.h>

class LocomotionClass : public IPersistStream, public ILocomotion
class NOVTABLE LocomotionClass : public IPersistStream, public ILocomotion
{
public:

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2 changes: 1 addition & 1 deletion MapClass.h
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Expand Up @@ -62,7 +62,7 @@ struct SubzoneTrackingStruct
}
};

class MapClass : public GScreenClass
class NOVTABLE MapClass : public GScreenClass
{
public:
//Static
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2 changes: 1 addition & 1 deletion MissionClass.h
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Expand Up @@ -48,7 +48,7 @@ class MissionControlClass
double AARate; //default 0.016
};

class MissionClass : public ObjectClass
class NOVTABLE MissionClass : public ObjectClass
{
public:
//Destructor
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2 changes: 1 addition & 1 deletion MouseClass.h
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Expand Up @@ -79,7 +79,7 @@ class ScrollClass : public TabClass
PROTECTED_PROPERTY(BYTE, padding_554B);
};

class MouseClass : public ScrollClass
class NOVTABLE MouseClass : public ScrollClass
{
public:
//Static
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2 changes: 1 addition & 1 deletion NeuronClass.h
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Expand Up @@ -7,7 +7,7 @@

#include <AbstractClass.h>

class NeuronClass : public AbstractClass
class NOVTABLE NeuronClass : public AbstractClass
{
public:
static const AbstractType AbsID = AbstractType::Neuron;
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2 changes: 1 addition & 1 deletion ObjectClass.h
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Expand Up @@ -30,7 +30,7 @@ class HouseTypeClass;
class LineTrail;
struct WeaponStruct;

class ObjectClass : public AbstractClass
class NOVTABLE ObjectClass : public AbstractClass
{
public:
static const auto AbsDerivateID = AbstractFlags::Object;
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2 changes: 1 addition & 1 deletion ObjectTypeClass.h
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Expand Up @@ -14,7 +14,7 @@ class HouseTypeClass;
class ObjectClass;
class BuildingClass;

class ObjectTypeClass : public AbstractTypeClass
class NOVTABLE ObjectTypeClass : public AbstractTypeClass
{
public:
//IPersistStream
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