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Remove VARIANT_ARG* macros
* Very old macros from the time Godot was created. * Limited arguments to 5 (then later changed to 8) in many places. * They were replaced by C++11 Variadic Templates. * Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard. * Also added a dereference check for Variant*. Helped catch a couple of bugs.
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59 changed files with 417 additions and 467 deletions
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@ -310,20 +310,6 @@ void ScriptInstance::get_property_state(List<Pair<StringName, Variant>> &state)
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}
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}
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Variant ScriptInstance::call(const StringName &p_method, VARIANT_ARG_DECLARE) {
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VARIANT_ARGPTRS;
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int argc = 0;
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for (int i = 0; i < VARIANT_ARG_MAX; i++) {
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if (argptr[i]->get_type() == Variant::NIL) {
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break;
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}
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argc++;
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}
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Callable::CallError error;
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return call(p_method, argptr, argc, error);
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}
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void ScriptInstance::property_set_fallback(const StringName &, const Variant &, bool *r_valid) {
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if (r_valid) {
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*r_valid = false;
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