Remove redundant "if" condition in GDScriptCompiler::_parse_function()
Looking at the original PR, I believe this is the original intent, but it now means that previously dead code is now executed.
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@ -2041,7 +2041,7 @@ GDScriptFunction *GDScriptCompiler::_parse_function(Error &r_error, GDScript *p_
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codegen.generator->write_newline(field->initializer->start_line);
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// For typed arrays we need to make sure this is already initialized correctly so typed assignment work.
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if (field_type.is_hard_type() && field_type.builtin_type == Variant::ARRAY && field_type.has_container_element_type()) {
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if (field_type.is_hard_type() && field_type.builtin_type == Variant::ARRAY) {
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if (field_type.has_container_element_type()) {
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codegen.generator->write_construct_typed_array(dst_address, _gdtype_from_datatype(field_type.get_container_element_type(), codegen.script), Vector<GDScriptCodeGenerator::Address>());
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} else {
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