The current use case I have for this is that I have a parent class that will have multiple children class that will behave similarly, where more or less the only differences would be the sprite animations.
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Fire :
ABCD A A_SomeAction();
ABCD B A_SomeOtherThing();
ABCD C A_CoolFunctionHere();
ABCD D A_Fire();
///blah blah blah
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Fire :
ABCE A A_SomeAction();
ABCE B A_SomeOtherThing();
ABCE C A_CoolFunctionHere();
ABCE D A_Fire();
///blah blah blah
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Fire :
ABCF A A_SomeAction();
ABCF B A_SomeOtherThing();
ABCF C A_CoolFunctionHere();
ABCF D A_Fire();
///blah blah blah
Parent class:
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Fire :
ABC# A A_SomeAction();
ABC# B A_SomeOtherThing();
ABC# C A_CoolFunctionHere();
ABC# D A_Fire();
///blah blah blah
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Fire :
ABCE A 0;
goto Super::Fire;
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Fire :
ABCF A 0;
goto Super::Fire;
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Fire :
ABCG A 0;
goto Super::Fire;