- moved the 'Finalize' methods back into a single function in the parser code.

It has been like this initially but was changed when ZDoom gained an overly complicated polymorphic class descriptor object that required a lot of support code. All these complications have long been removed but these methods remained. Since they prevent a class from being moved to the script side entirely they had to be removed.

This was the last major blocker to make Weapon a purely scripted class, the only remaining native method is Serialize which is of no concern for the coming work.
This commit is contained in:
Christoph Oelckers 2018-11-25 08:16:18 +01:00
commit 00a48b09e5
12 changed files with 70 additions and 73 deletions

View file

@ -365,29 +365,6 @@ bool PClassActor::SetReplacement(FName replaceName)
return true;
}
//==========================================================================
//
// PClassActor :: Finalize
//
// Installs the parsed states and does some sanity checking
//
//==========================================================================
void AActor::Finalize(FStateDefinitions &statedef)
{
try
{
statedef.FinishStates(GetClass());
}
catch (CRecoverableError &)
{
statedef.MakeStateDefines(nullptr);
throw;
}
statedef.InstallStates(GetClass(), this);
statedef.MakeStateDefines(nullptr);
}
//==========================================================================
//
// PClassActor :: RegisterIDs