Disapproval for the missing of same-package access modifier
Posted: Tue Jan 16, 2018 3:35 am
I hate it. No same-package access modifier for the variables. No way to avoid other packages to access your variables without setting them private.
Do you want your variable not to be modified by other packages? You can't Changing it to a costant doesn't work cause bypassable, setting it private won't let the classes of your same package to read/set it, using INT files won't let you modify those variables(also you would need to call Localize() from any class on that the file).
This is a disapproval cause it's driving me crazy, I'm writing code for the heatmap project since October, I'm not good yet into giving the right priorities to things, so I have worked on this project almost every day, those hacks helped me to bypass unrealscript limitations but it's late for this project, half of the code is made into unrealscript, next time I'll do a project I should use more external code than unrealscript, too many limitations. To clarify, you could be careless of limitations and write spaghetti code, but you know what would happen doing it, I take it too much seriously and become a perfectionist when making these projects, that's the biggest problem.
Also, anyone willing to create a json encoder/decoder for unrealscript?
Do you want your variable not to be modified by other packages? You can't Changing it to a costant doesn't work cause bypassable, setting it private won't let the classes of your same package to read/set it, using INT files won't let you modify those variables(also you would need to call Localize() from any class on that the file).
This is a disapproval cause it's driving me crazy, I'm writing code for the heatmap project since October, I'm not good yet into giving the right priorities to things, so I have worked on this project almost every day, those hacks helped me to bypass unrealscript limitations but it's late for this project, half of the code is made into unrealscript, next time I'll do a project I should use more external code than unrealscript, too many limitations. To clarify, you could be careless of limitations and write spaghetti code, but you know what would happen doing it, I take it too much seriously and become a perfectionist when making these projects, that's the biggest problem.
Also, anyone willing to create a json encoder/decoder for unrealscript?