At least it works
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They probably thought that all their NPCs would be human when they started the game, so they named their NPC class Human. Then they decided to add dogs, but needed them to do a lot of the same things the human NPCs did, so they made the Dog class a subclass of Human.
What is refactoring?
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They probably thought that all their NPCs would be human when they started the game, so they named their NPC class Human. Then they decided to add dogs, but needed them to do a lot of the same things the human NPCs did, so they made the Dog class a subclass of Human.
it's probably so much worse
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Why not let the dog walk under the barrier
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Why would dog extend human?
ND answer is because the dev made the Human class before abstracting everything into the Entity class, dog should extend a game entity and not inherit the human animation behavior.
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Why not let the dog walk under the barrier
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Special animation just for dog?
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Is that Dogmeat or the Thing?
T[errier]-1000
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T[errier]-1000
Same images:
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Why not let the dog walk under the barrier
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What if the dog walks through a wall because of that? Thats a risk that cannot be taken
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They probably thought that all their NPCs would be human when they started the game, so they named their NPC class Human. Then they decided to add dogs, but needed them to do a lot of the same things the human NPCs did, so they made the Dog class a subclass of Human.
Object oriented programming was a mistake
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Why would dog extend human?
IIRC, the screen recording is from a mod of a game. The original game didn't have dogs, just humans, and the modder decided to make the dog NPC from a human NPC and forgot to override that one animation.