Don't print redundant errors when parsing GDScript

This commit is contained in:
Dallon Feldner 2022-07-22 08:47:10 -05:00
parent 364071c2c4
commit a99cc8bc29

View file

@ -594,7 +594,7 @@ Error GDScript::reload(bool p_keep_state) {
GDScriptLanguage::get_singleton()->debug_break_parse(_get_debug_path(), parser.get_error_line(), "Parser Error: " + parser.get_error());
}
_err_print_error("GDScript::reload", path.empty() ? "built-in" : (const char *)path.utf8().get_data(), parser.get_error_line(), ("Parse Error: " + parser.get_error()).utf8().get_data(), ERR_HANDLER_SCRIPT);
ERR_FAIL_V(ERR_PARSE_ERROR);
return ERR_PARSE_ERROR;
}
bool can_run = ScriptServer::is_scripting_enabled() || parser.is_tool_script();
@ -608,7 +608,7 @@ Error GDScript::reload(bool p_keep_state) {
GDScriptLanguage::get_singleton()->debug_break_parse(_get_debug_path(), compiler.get_error_line(), "Parser Error: " + compiler.get_error());
}
_err_print_error("GDScript::reload", path.empty() ? "built-in" : (const char *)path.utf8().get_data(), compiler.get_error_line(), ("Compile Error: " + compiler.get_error()).utf8().get_data(), ERR_HANDLER_SCRIPT);
ERR_FAIL_V(ERR_COMPILATION_FAILED);
return ERR_COMPILATION_FAILED;
} else {
return err;
}