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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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@ -3174,7 +3174,7 @@ public:
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r_error.error = Callable::CallError::CALL_ERROR_INVALID_METHOD;
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return 0;
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}
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*p_outputs[0] = subcall->call(VisualScriptLanguage::singleton->_subcall, p_inputs, input_args, r_error);
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*p_outputs[0] = subcall->callp(VisualScriptLanguage::singleton->_subcall, p_inputs, input_args, r_error);
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return 0;
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}
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};
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