Thread: default class
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Old 05-14-2009, 02:30 PM
Inverness Inverness is offline
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Quote:
Originally Posted by Skyld View Post
This sorta makes everything complicated, because then scripters have to learn to expect different functionality for what should be "built-in functions" across different servers.
Which is not a problem if they're documented well, as they should be.
Quote:
Originally Posted by Skyld View Post
It is also probably way too easy to break a lot of existing code very quickly also by making a mistake in such a class.
You don't get anywhere without taking risks.

I'm against it simply because of the way GScript is. In a fully object oriented situation, you'd have something like:
PHP Code:
// C# pseudocode
public class TValServerNPCTServerNPC {
  public 
override void ToWeapons() {
    throw new 
NotImplementedException("LOL NOPE");
  }

And then have all your scripted stuff subclass TValServerNPC.

Something similar would just be odd with how GS2 is now.
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Last edited by Inverness; 05-14-2009 at 02:42 PM..
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