Im getting an error CS0115 cs.

using UnityEngine;
using System.Collections;

namespace Opsive.ThirdPersonController.Input
{
///


/// Acts as a common base class for Control Freak input.
///

public class ControlFreakInput : PlayerInput
{
// Internal variables
private bool m_AllowGameplayInput = true;

    /// <summary>
    /// Assign the static variables and initialize the default values.
    /// </summary>
    private void OnEnable()
    {
        s_PlayerInput = this;
    }
    
    /// <summary>
    /// Register for any events that the handler should be aware of.
    /// </summary>
    private void Start()
    {
        EventHandler.RegisterEvent<bool>(gameObject, "OnAllowGameplayInput", AllowGameplayInput);
    }
    
    /// <summary>
    /// Internal method to determine if the disabled button is down.
    /// </summary>
    /// <param name="primaryInput">Should the primary input be checked?</param>
    /// <returns>True if the disabled button is down.</returns>
    protected override bool IsDisabledButtonDownInternal(bool primaryInput)
    {
        return GetButton(primaryInput ? Constants.PrimaryDisableButtonName : Constants.SecondaryDisableButtonName, true);
    }

    /// <summary>
    /// Internal method to return true if the button is being pressed.
    /// </summary>
    /// <param name="name">The name of the button.</param>
    /// <returns>True of the button is being pressed.</returns>
    protected override bool GetButtonInternal(string name, bool positiveAxis)
    {
        if (!m_AllowGameplayInput) {
            return false;
        }

        return CFInput.GetButton(name);
    }

    /// <summary>
    /// Internal method to return true if the button was pressed this frame. Will use the joystick axis if a joystick is connected.
    /// </summary>
    /// <param name="name">The name of the button.</param>
    /// <param name="positiveAxis">If using a joystick, is the joystick axis positive?</param>
    /// <returns>True if the button is pressed this frame.</returns>
    protected override bool GetButtonDownInternal(string name, bool positiveAxis)
    {
        if (!m_AllowGameplayInput) {
            return false;
        }

        return CFInput.GetButtonDown(name);
    }

    /// <summary>
    /// Internal method to return true if the button was pressed this frame.
    /// </summary>
    /// <param name="name">The name of the button.</param>
    /// <returns>True if the button is pressed this frame.</returns>
    protected override bool GetButtonDownInternal(string name)
    {
        return CFInput.GetButtonDown(name);
    }

    /// <summary>
    /// Internal method to return true if the button is up.
    /// </summary>
    /// <param name="name">The name of the button.</param>
    /// <param name="useJoystick">Should the input be using the joystick if connected?</param>
    /// <returns>True if the button is up.</returns>
    protected override bool GetButtonUpInternal(string name, bool useJoystickAxis)
    {
        return CFInput.GetButtonUp(name);
    }

    /// <summary>
    /// Internal method to return true if a double tap occurred.
    /// </summary>
    /// <returns>True if a double tap occurred.</returns>
    protected override bool GetDoublePressInternal()
    {
        if (UnityEngine.Input.touchCount == 0) {
            return false;
        }
        var touch = UnityEngine.Input.touches[0];
        return touch.tapCount == 2;
    }

    /// <summary>
    /// Internal method to return the value of the axis with the specified name.
    /// </summary>
    /// <param name="name">The name of the axis.</param>
    /// <returns>The value of the axis.</returns>
    protected override float GetAxisInternal(string name)
    {
        return  CFInput.GetAxis(name);
    }

    /// <summary>
    /// Internal method to return the value of the raw axis with the specified name.
    /// </summary>
    /// <param name="name">The name of the axis.</param>
    /// <returns>The value of the raw axis.</returns>
    protected override float GetAxisRawInternal(string name)
    {
        return CFInput.GetAxisRaw(name);
    }

    /// <summary>
    /// Should the mouse be used?
    /// </summary>
    /// <returns>True if the mouse should be used.</returns>
    protected  bool UseMouseInternal()
    {
        return false;
    }

    /// <summary>
    /// Internal method to return the position of the mouse.
    /// </summary>
    /// <returns>The mouse position.</returns>
    protected override Vector2 GetMousePositionInternal()
    {
        return CFInput.mousePosition;
    }

    /// <summary>
    /// Is gameplay input allowed? An example of when it will not be allowed is when there is a fullscreen UI over the main camera.
    /// </summary>
    /// <param name="allow">True if gameplay is allowed.</param>
    private void AllowGameplayInput(bool allow)
    {
        m_AllowGameplayInput = allow;
    }
}

}

I corrected one of the errors but I don’t understand this one.

CS0115 is caused by attempting to override a method that doesn’t exist. Do you have a typo in one of your override method names?

I dont’t know what you mean by that .