I disagree. Putting your changes in a derived class requires readers to look
in two (or more) places to understand how the code works. That kind of
complication is only justified when you need *actual* polymorphic behavior.
Modifying the behavior of an existing class because it's incorrect (or
unsatisfactory) is not a reason to introduce polymorphic behavior. If you
had several *kinds *of jumping and you wanted the player to use one or
another at different times, that would be a more reasonable use of
inheritance.

Paul

On Sun, Dec 20, 2009 at 1:15 AM, Christopher Harris
<[email protected]>wrote:

> Nice, only suggestion would be to have it propose to use a derived class to
> make edits as it is generally cleaner that way to merge with new sdk
> updates. Newer coders usually edit directly in existing classes and just
> makes merging a big mess.
>
> Chris
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of Jonathan
> White
> Sent: Tuesday, December 15, 2009 11:30 PM
> To: [email protected]
> Subject: Re: [hlcoders] why UnDuckJump?
>
> http://developer.valvesoftware.com/wiki/Duck_Jump_Fix
>
> Theres my fix for duck jumping (in terms of hitbox sync issues and stuff)
> :-)
>
> Jonathan White
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