This sounds like it's eventually paving the way towards being able to inject/override states without needing to replace the actor. Removing the need to replace one actor with another just so it doesn't have to be given some little tweaks would be a godsend.
For example, if an addon modifies a state, it could TRULY replace it -- possibly even affecting the goto -- via some definition like:
Code: Select all
extends class Zombieman
{
States.MyAddonIdentifierHere
{
Spawn:
...which would be in the addon code, replacing the spawn state without replacing the actor. But the actor themselves could still use something like
Goto <ClassName>::Spawn or something to make it use the original.
But then again I am effectively deluding myself into thinking its even possible.
Feel free to correct me if I'm not deluding though!
This sounds like it's eventually paving the way towards being able to inject/override states without needing to replace the actor. Removing the need to replace one actor with another just so it doesn't have to be given some little tweaks would be a godsend.
For example, if an addon modifies a state, it could TRULY replace it -- possibly even affecting the goto -- via some definition like:
[code]extends class Zombieman
{
States.MyAddonIdentifierHere
{
Spawn:[/code]
...which would be in the addon code, replacing the spawn state without replacing the actor. But the actor themselves could still use something like [b]Goto <ClassName>::Spawn[/b] or something to make it use the original.
But then again I am effectively deluding myself into thinking its even possible. [size=85]Feel free to correct me if I'm not deluding though![/size]