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								/*************************************************************************/
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								/*  visual_script_func_nodes.h                                           */
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								/*************************************************************************/
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								/*                       This file is part of:                           */
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								/*                           GODOT ENGINE                                */
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											2017-08-27 14:16:55 +02:00
										 
									 
								 
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								/*                      https://godotengine.org                          */
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								/*************************************************************************/
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											2019-01-01 12:53:14 +01:00
										 
									 
								 
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								/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
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								/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
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								/*                                                                       */
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								/* Permission is hereby granted, free of charge, to any person obtaining */
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								/* a copy of this software and associated documentation files (the       */
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								/* "Software"), to deal in the Software without restriction, including   */
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								/* without limitation the rights to use, copy, modify, merge, publish,   */
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								/* distribute, sublicense, and/or sell copies of the Software, and to    */
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								/* permit persons to whom the Software is furnished to do so, subject to */
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								/* the following conditions:                                             */
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								/*                                                                       */
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								/* The above copyright notice and this permission notice shall be        */
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								/* included in all copies or substantial portions of the Software.       */
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								/*                                                                       */
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								/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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								/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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								/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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								/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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								/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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								/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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								/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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								/*************************************************************************/
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								#ifndef VISUAL_SCRIPT_FUNC_NODES_H
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								#define VISUAL_SCRIPT_FUNC_NODES_H
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								#include "visual_script.h"
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								class VisualScriptFunctionCall : public VisualScriptNode {
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									GDCLASS(VisualScriptFunctionCall, VisualScriptNode)
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								public:
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									enum CallMode {
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										CALL_MODE_SELF,
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										CALL_MODE_NODE_PATH,
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										CALL_MODE_INSTANCE,
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										CALL_MODE_BASIC_TYPE,
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										CALL_MODE_SINGLETON,
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									};
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									enum RPCCallMode {
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										RPC_DISABLED,
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										RPC_RELIABLE,
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										RPC_UNRELIABLE,
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										RPC_RELIABLE_TO_ID,
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										RPC_UNRELIABLE_TO_ID
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									};
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								private:
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									CallMode call_mode;
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									StringName base_type;
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									String base_script;
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									Variant::Type basic_type;
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									NodePath base_path;
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									StringName function;
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									int use_default_args;
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									RPCCallMode rpc_call_mode;
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									StringName singleton;
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									bool validate;
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									Node *_get_base_node() const;
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									StringName _get_base_type() const;
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									MethodInfo method_cache;
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									void _update_method_cache();
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									void _set_argument_cache(const Dictionary &p_cache);
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									Dictionary _get_argument_cache() const;
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								protected:
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									virtual void _validate_property(PropertyInfo &property) const;
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									static void _bind_methods();
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								public:
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									virtual int get_output_sequence_port_count() const;
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									virtual bool has_input_sequence_port() const;
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									virtual String get_output_sequence_port_text(int p_port) const;
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									virtual int get_input_value_port_count() const;
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									virtual int get_output_value_port_count() const;
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									virtual PropertyInfo get_input_value_port_info(int p_idx) const;
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									virtual PropertyInfo get_output_value_port_info(int p_idx) const;
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									virtual String get_caption() const;
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									virtual String get_text() const;
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									virtual String get_category() const { return "functions"; }
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									void set_basic_type(Variant::Type p_type);
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									Variant::Type get_basic_type() const;
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									void set_base_type(const StringName &p_type);
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									StringName get_base_type() const;
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									void set_base_script(const String &p_path);
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									String get_base_script() const;
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									void set_singleton(const StringName &p_type);
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									StringName get_singleton() const;
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									void set_function(const StringName &p_type);
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									StringName get_function() const;
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									void set_base_path(const NodePath &p_type);
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									NodePath get_base_path() const;
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									void set_call_mode(CallMode p_mode);
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									CallMode get_call_mode() const;
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									void set_use_default_args(int p_amount);
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									int get_use_default_args() const;
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									void set_validate(bool p_amount);
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									bool get_validate() const;
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									void set_rpc_call_mode(RPCCallMode p_mode);
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									RPCCallMode get_rpc_call_mode() const;
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									virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance);
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									virtual TypeGuess guess_output_type(TypeGuess *p_inputs, int p_output) const;
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									VisualScriptFunctionCall();
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								};
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								VARIANT_ENUM_CAST(VisualScriptFunctionCall::CallMode);
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								VARIANT_ENUM_CAST(VisualScriptFunctionCall::RPCCallMode);
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								class VisualScriptPropertySet : public VisualScriptNode {
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									GDCLASS(VisualScriptPropertySet, VisualScriptNode)
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								public:
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									enum CallMode {
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										CALL_MODE_SELF,
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										CALL_MODE_NODE_PATH,
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										CALL_MODE_INSTANCE,
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										CALL_MODE_BASIC_TYPE,
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									};
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									enum AssignOp {
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										ASSIGN_OP_NONE,
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										ASSIGN_OP_ADD,
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										ASSIGN_OP_SUB,
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										ASSIGN_OP_MUL,
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										ASSIGN_OP_DIV,
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										ASSIGN_OP_MOD,
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										ASSIGN_OP_SHIFT_LEFT,
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										ASSIGN_OP_SHIFT_RIGHT,
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										ASSIGN_OP_BIT_AND,
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										ASSIGN_OP_BIT_OR,
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										ASSIGN_OP_BIT_XOR,
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										ASSIGN_OP_MAX
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									};
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								private:
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									PropertyInfo type_cache;
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									CallMode call_mode;
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									Variant::Type basic_type;
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									StringName base_type;
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									String base_script;
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									NodePath base_path;
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									StringName property;
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									StringName index;
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									AssignOp assign_op;
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									Node *_get_base_node() const;
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									StringName _get_base_type() const;
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									void _update_base_type();
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									void _update_cache();
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									void _set_type_cache(const Dictionary &p_type);
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									Dictionary _get_type_cache() const;
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									void _adjust_input_index(PropertyInfo &pinfo) const;
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								protected:
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									virtual void _validate_property(PropertyInfo &property) const;
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									static void _bind_methods();
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								public:
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									virtual int get_output_sequence_port_count() const;
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									virtual bool has_input_sequence_port() const;
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									virtual String get_output_sequence_port_text(int p_port) const;
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									virtual int get_input_value_port_count() const;
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									virtual int get_output_value_port_count() const;
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									virtual PropertyInfo get_input_value_port_info(int p_idx) const;
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									virtual PropertyInfo get_output_value_port_info(int p_idx) const;
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									virtual String get_caption() const;
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									virtual String get_text() const;
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									virtual String get_category() const { return "functions"; }
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									void set_base_type(const StringName &p_type);
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									StringName get_base_type() const;
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									void set_base_script(const String &p_path);
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									String get_base_script() const;
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									void set_basic_type(Variant::Type p_type);
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									Variant::Type get_basic_type() const;
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									void set_property(const StringName &p_type);
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									StringName get_property() const;
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									void set_base_path(const NodePath &p_type);
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									NodePath get_base_path() const;
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									void set_call_mode(CallMode p_mode);
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									CallMode get_call_mode() const;
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									void set_index(const StringName &p_type);
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									StringName get_index() const;
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									void set_assign_op(AssignOp p_op);
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									AssignOp get_assign_op() const;
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									virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance);
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									virtual TypeGuess guess_output_type(TypeGuess *p_inputs, int p_output) const;
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									VisualScriptPropertySet();
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								};
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								VARIANT_ENUM_CAST(VisualScriptPropertySet::CallMode);
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								VARIANT_ENUM_CAST(VisualScriptPropertySet::AssignOp);
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								class VisualScriptPropertyGet : public VisualScriptNode {
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									GDCLASS(VisualScriptPropertyGet, VisualScriptNode)
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								public:
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									enum CallMode {
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										CALL_MODE_SELF,
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										CALL_MODE_NODE_PATH,
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										CALL_MODE_INSTANCE,
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										CALL_MODE_BASIC_TYPE,
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									};
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								private:
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									Variant::Type type_cache;
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									CallMode call_mode;
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									Variant::Type basic_type;
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									StringName base_type;
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									String base_script;
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									NodePath base_path;
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									StringName property;
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									StringName index;
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									void _update_base_type();
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									Node *_get_base_node() const;
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									StringName _get_base_type() const;
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									void _update_cache();
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									void _set_type_cache(Variant::Type p_type);
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									Variant::Type _get_type_cache() const;
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								protected:
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									virtual void _validate_property(PropertyInfo &property) const;
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									static void _bind_methods();
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								public:
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									virtual int get_output_sequence_port_count() const;
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									virtual bool has_input_sequence_port() const;
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									virtual String get_output_sequence_port_text(int p_port) const;
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									virtual int get_input_value_port_count() const;
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									virtual int get_output_value_port_count() const;
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									virtual PropertyInfo get_input_value_port_info(int p_idx) const;
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									virtual PropertyInfo get_output_value_port_info(int p_idx) const;
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									virtual String get_caption() const;
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									virtual String get_text() const;
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									virtual String get_category() const { return "functions"; }
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									void set_base_type(const StringName &p_type);
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									StringName get_base_type() const;
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									void set_base_script(const String &p_path);
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									String get_base_script() const;
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									void set_basic_type(Variant::Type p_type);
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									Variant::Type get_basic_type() const;
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									void set_property(const StringName &p_type);
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									StringName get_property() const;
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									void set_base_path(const NodePath &p_type);
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									NodePath get_base_path() const;
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									void set_call_mode(CallMode p_mode);
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									CallMode get_call_mode() const;
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									void set_index(const StringName &p_type);
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									StringName get_index() const;
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									virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance);
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									VisualScriptPropertyGet();
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								};
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								VARIANT_ENUM_CAST(VisualScriptPropertyGet::CallMode);
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								class VisualScriptEmitSignal : public VisualScriptNode {
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									GDCLASS(VisualScriptEmitSignal, VisualScriptNode)
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								private:
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									StringName name;
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								protected:
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									virtual void _validate_property(PropertyInfo &property) const;
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									static void _bind_methods();
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								public:
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									virtual int get_output_sequence_port_count() const;
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									virtual bool has_input_sequence_port() const;
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									virtual String get_output_sequence_port_text(int p_port) const;
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									virtual int get_input_value_port_count() const;
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									virtual int get_output_value_port_count() const;
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									virtual PropertyInfo get_input_value_port_info(int p_idx) const;
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									virtual PropertyInfo get_output_value_port_info(int p_idx) const;
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									virtual String get_caption() const;
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									//virtual String get_text() const;
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									virtual String get_category() const { return "functions"; }
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									void set_signal(const StringName &p_type);
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									StringName get_signal() const;
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									virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance);
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									VisualScriptEmitSignal();
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								};
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								void register_visual_script_func_nodes();
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								#endif // VISUAL_SCRIPT_FUNC_NODES_H
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