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Don't print redundant errors when parsing GDScript

Dallon Feldner 3 years ago
parent
commit
a99cc8bc29
1 changed files with 2 additions and 2 deletions
  1. 2 2
      modules/gdscript/gdscript.cpp

+ 2 - 2
modules/gdscript/gdscript.cpp

@@ -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;
 		}