this post was submitted on 04 Jun 2026
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Not sure about how to do this with Godot, but a common pattern for this in other languages is creating something like a 32 bit value where the lower bits are the enum and the upper bits are the status code (assuming they are <=16bit each) and then doing a switch on the resulting packed value.
Both these devs are far too full of themselves to think of using an enum table or anything clever with datatypes themselves.
Because that would mean the way they've been doing things was potentially grossly inefficient at runtime... and they've been doing that for years...
But a narcissist never makes a mistake, so instead, here's a bunch of reasons why actually writing optimized code is stupid, first among them being 'well it didn't occur to me, therefore doing it this way would reduce code readability for this code base that only I and no else needs to read'.
I am guessing the concept of a sentinel value or an overloadable function would make their minds implode.
But anyway, 'switch' is 'match' in gdscript:
https://docs.godotengine.org/en/latest/tutorials/scripting/gdscript/gdscript_basics.html#match