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	Improve use of Ref.is_null/valid
				
					
				
			Use `is_null` over `!is_valid` and vice versa.
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					 177 changed files with 517 additions and 519 deletions
				
			
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			@ -440,7 +440,7 @@ void SceneMultiplayer::disconnect_peer(int p_id) {
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Error SceneMultiplayer::send_bytes(Vector<uint8_t> p_data, int p_to, MultiplayerPeer::TransferMode p_mode, int p_channel) {
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	ERR_FAIL_COND_V_MSG(p_data.is_empty(), ERR_INVALID_DATA, "Trying to send an empty raw packet.");
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	ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), ERR_UNCONFIGURED, "Trying to send a raw packet while no multiplayer peer is active.");
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	ERR_FAIL_COND_V_MSG(multiplayer_peer.is_null(), ERR_UNCONFIGURED, "Trying to send a raw packet while no multiplayer peer is active.");
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	ERR_FAIL_COND_V_MSG(multiplayer_peer->get_connection_status() != MultiplayerPeer::CONNECTION_CONNECTED, ERR_UNCONFIGURED, "Trying to send a raw packet via a multiplayer peer which is not connected.");
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	if (packet_cache.size() < p_data.size() + 1) {
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			@ -530,22 +530,22 @@ void SceneMultiplayer::_process_raw(int p_from, const uint8_t *p_packet, int p_p
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}
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int SceneMultiplayer::get_unique_id() {
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	ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), 0, "No multiplayer peer is assigned. Unable to get unique ID.");
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	ERR_FAIL_COND_V_MSG(multiplayer_peer.is_null(), 0, "No multiplayer peer is assigned. Unable to get unique ID.");
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	return multiplayer_peer->get_unique_id();
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}
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void SceneMultiplayer::set_refuse_new_connections(bool p_refuse) {
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	ERR_FAIL_COND_MSG(!multiplayer_peer.is_valid(), "No multiplayer peer is assigned. Unable to set 'refuse_new_connections'.");
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	ERR_FAIL_COND_MSG(multiplayer_peer.is_null(), "No multiplayer peer is assigned. Unable to set 'refuse_new_connections'.");
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	multiplayer_peer->set_refuse_new_connections(p_refuse);
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}
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bool SceneMultiplayer::is_refusing_new_connections() const {
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	ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), false, "No multiplayer peer is assigned. Unable to get 'refuse_new_connections'.");
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	ERR_FAIL_COND_V_MSG(multiplayer_peer.is_null(), false, "No multiplayer peer is assigned. Unable to get 'refuse_new_connections'.");
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	return multiplayer_peer->is_refusing_new_connections();
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}
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Vector<int> SceneMultiplayer::get_peer_ids() {
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	ERR_FAIL_COND_V_MSG(!multiplayer_peer.is_valid(), Vector<int>(), "No multiplayer peer is assigned. Assume no peers are connected.");
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	ERR_FAIL_COND_V_MSG(multiplayer_peer.is_null(), Vector<int>(), "No multiplayer peer is assigned. Assume no peers are connected.");
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	Vector<int> ret;
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	for (const int &E : connected_peers) {
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