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.
This commit is contained in:
reduz 2022-03-09 14:58:40 +01:00
parent 922348f4c0
commit 21637dfc25
59 changed files with 417 additions and 467 deletions

View file

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