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LAB: Added override keywords
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@ -120,29 +120,29 @@ public:
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_flags = kADFlagUseExtraAsHint;
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}
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const char *getEngineId() const {
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const char *getEngineId() const override {
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return "lab";
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}
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virtual const char *getName() const {
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virtual const char *getName() const override {
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return "Labyrinth of Time";
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}
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virtual const char *getOriginalCopyright() const {
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virtual const char *getOriginalCopyright() const override {
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return "Labyrinth of Time (C) 2004 The Wyrmkeep Entertainment Co. and Terra Nova Development";
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}
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virtual bool createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const {
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virtual bool createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const override {
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// Instantiate Engine even if the game data is not found.
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*engine = new Lab::LabEngine(syst, desc);
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return true;
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}
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virtual bool hasFeature(MetaEngineFeature f) const override;
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SaveStateList listSaves(const char *target) const;
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virtual int getMaximumSaveSlot() const;
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void removeSaveState(const char *target, int slot) const;
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SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const;
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SaveStateList listSaves(const char *target) const override;
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virtual int getMaximumSaveSlot() const override;
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void removeSaveState(const char *target, int slot) const override;
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SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const override;
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};
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bool LabMetaEngine::hasFeature(MetaEngineFeature f) const {
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@ -200,13 +200,13 @@ public:
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SpecialLocks *_specialLocks;
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Utils *_utils;
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Console *_console;
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GUI::Debugger *getDebugger() { return _console; }
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GUI::Debugger *getDebugger() override { return _console; }
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public:
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LabEngine(OSystem *syst, const ADGameDescription *gameDesc);
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~LabEngine();
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virtual Common::Error run();
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virtual Common::Error run() override;
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void go();
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const ADGameDescription *_gameDescription;
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@ -228,10 +228,10 @@ public:
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void updateEvents();
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void waitTOF();
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Common::Error loadGameState(int slot);
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Common::Error saveGameState(int slot, const Common::String &desc);
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bool canLoadGameStateCurrently();
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bool canSaveGameStateCurrently();
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Common::Error loadGameState(int slot) override;
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Common::Error saveGameState(int slot, const Common::String &desc) override;
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bool canLoadGameStateCurrently() override;
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bool canSaveGameStateCurrently() override;
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bool isMainDisplay() const { return _mainDisplay; }
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