- fixed skip_super application fro ZScript.

The order of processing is different here so when the property gets parsed there are no states to delete.
To fix this the property just flags the class and lets the ZScript state compiler deal with this as needed.
This commit is contained in:
Christoph Oelckers 2018-02-28 18:09:32 +01:00
commit 425f1408f7
3 changed files with 16 additions and 3 deletions

View file

@ -2872,7 +2872,18 @@ void ZCCCompiler::CompileStates()
FString statename; // The state builder wants the label as one complete string, not separated into tokens.
FStateDefinitions statedef;
statedef.MakeStateDefines(ValidateActor(c->ClassType()->ParentClass));
if (static_cast<PClassActor*>(c->ClassType())->ActorInfo()->SkipSuperSet)
{
// SKIP_SUPER'ed actors only get the base states from AActor.
statedef.MakeStateDefines(RUNTIME_CLASS(AActor));
}
else
{
statedef.MakeStateDefines(ValidateActor(c->ClassType()->ParentClass));
}
int numframes = 0;
for (auto s : c->States)