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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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922348f4c0
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59 changed files with 417 additions and 467 deletions
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@ -1705,7 +1705,7 @@ Variant VisualScriptInstance::_call_internal(const StringName &p_method, void *p
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return return_value;
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}
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Variant VisualScriptInstance::call(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
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Variant VisualScriptInstance::callp(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
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r_error.error = Callable::CallError::CALL_OK; //ok by default
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Map<StringName, Function>::Element *F = functions.find(p_method);
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@ -1798,13 +1798,13 @@ void VisualScriptInstance::notification(int p_notification) {
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Variant what = p_notification;
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const Variant *whatp = &what;
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Callable::CallError ce;
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call(VisualScriptLanguage::singleton->notification, &whatp, 1, ce); // Do as call.
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callp(VisualScriptLanguage::singleton->notification, &whatp, 1, ce); // Do as call.
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}
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String VisualScriptInstance::to_string(bool *r_valid) {
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if (has_method(CoreStringNames::get_singleton()->_to_string)) {
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Callable::CallError ce;
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Variant ret = call(CoreStringNames::get_singleton()->_to_string, nullptr, 0, ce);
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Variant ret = callp(CoreStringNames::get_singleton()->_to_string, nullptr, 0, ce);
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if (ce.error == Callable::CallError::CALL_OK) {
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if (ret.get_type() != Variant::STRING) {
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if (r_valid) {
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