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authorRĂ©mi Verschelde <rverschelde@gmail.com>2020-05-19 20:48:59 +0200
committerGitHub <noreply@github.com>2020-05-19 20:48:59 +0200
commitcba1f492cc300bf5686f8ccd7f743bc37635fa54 (patch)
tree15dabebf784be02d8cda9bace0fff9aa130e973f
parent0942ddfa2b803e1a881eaf5cb181adc1e5077dc2 (diff)
parent38cd2152e6aec4f633b573034256d75c603398a6 (diff)
Merge pull request #38863 from neikeq/csharp-no-false-error-objtype-reload
Mono/C#: Remove script load error about not a Godot.Object
-rw-r--r--modules/mono/csharp_script.cpp4
1 files changed, 1 insertions, 3 deletions
diff --git a/modules/mono/csharp_script.cpp b/modules/mono/csharp_script.cpp
index a5aae5175b..6e3bdf8e41 100644
--- a/modules/mono/csharp_script.cpp
+++ b/modules/mono/csharp_script.cpp
@@ -3240,9 +3240,7 @@ Error CSharpScript::reload(bool p_keep_state) {
ERR_FAIL_NULL_V(namespace_, ERR_BUG);
ERR_FAIL_NULL_V(class_name, ERR_BUG);
GDMonoClass *klass = project_assembly->get_class(namespace_->operator String(), class_name->operator String());
- if (klass) {
- bool obj_type = CACHED_CLASS(GodotObject)->is_assignable_from(klass);
- ERR_FAIL_COND_V(!obj_type, ERR_BUG);
+ if (klass && CACHED_CLASS(GodotObject)->is_assignable_from(klass)) {
script_class = klass;
}
} else {