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- fixed: When a tentative class is being replaced, the old one should be removed entirely so that it cannot cause any problems later.
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1 changed files with 6 additions and 2 deletions
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@ -3330,11 +3330,15 @@ PClass *PClass::CreateDerivedClass(FName name, unsigned int size)
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}
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else
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{
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TypeTable.ReplaceType(type, existclass, bucket);
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StaticPointerSubstitution(existclass, type, true); // replace the old one, also in the actor defaults.
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// Delete the old class from the actor classes list, if it is in there.
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// Delete the old class from the class lists, both the full one and the actor list.
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auto index = PClassActor::AllActorClasses.Find(static_cast<PClassActor*>(existclass));
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if (index < PClassActor::AllActorClasses.Size()) PClassActor::AllActorClasses.Delete(index);
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TypeTable.ReplaceType(type, existclass, bucket);
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index = PClass::AllClasses.Find(existclass);
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if (index < PClass::AllClasses.Size()) PClass::AllClasses.Delete(index);
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// Now we can destroy the old class as nothing should reference it anymore
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existclass->Destroy();
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}
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return type;
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}
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