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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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@ -64,7 +64,7 @@ ObjectID GDScriptRPCCallable::get_object() const {
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}
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void GDScriptRPCCallable::call(const Variant **p_arguments, int p_argcount, Variant &r_return_value, Callable::CallError &r_call_error) const {
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r_return_value = object->call(method, p_arguments, p_argcount, r_call_error);
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r_return_value = object->callp(method, p_arguments, p_argcount, r_call_error);
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}
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GDScriptRPCCallable::GDScriptRPCCallable(Object *p_object, const StringName &p_method) {
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