Remove unused #if 0'ed code

This commit is contained in:
Rémi Verschelde 2020-01-21 21:32:27 +01:00
parent 79aaafc686
commit 4faaf6089a
31 changed files with 38 additions and 1416 deletions

View file

@ -33,6 +33,7 @@
// Godot imports
#include "core/script_language.h"
// PluginScript imports
#include <pluginscript/godot_pluginscript.h>
@ -60,13 +61,12 @@ public:
virtual bool has_method(const StringName &p_method) const;
virtual Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Variant::CallError &r_error);
#if 0
// Rely on default implementations provided by ScriptInstance for the moment.
// Note that multilevel call could be removed in 3.0 release, so stay tuned
// (see https://godotengine.org/qa/9244/can-override-the-_ready-and-_process-functions-child-classes)
virtual void call_multilevel(const StringName& p_method,const Variant** p_args,int p_argcount);
virtual void call_multilevel_reversed(const StringName& p_method,const Variant** p_args,int p_argcount);
#endif
// Rely on default implementations provided by ScriptInstance for the moment.
// Note that multilevel call could be removed in 3.0 release, so stay tuned
// (see https://godotengine.org/qa/9244/can-override-the-_ready-and-_process-functions-child-classes)
//virtual void call_multilevel(const StringName& p_method,const Variant** p_args,int p_argcount);
//virtual void call_multilevel_reversed(const StringName& p_method,const Variant** p_args,int p_argcount);
virtual void notification(int p_notification);