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	Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7)
		
	
			
		
			
				
	
	
		
			273 lines
		
	
	
	
		
			8.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			273 lines
		
	
	
	
		
			8.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  visual_script_flow_control.h                                         */
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/*************************************************************************/
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/*                       This file is part of:                           */
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/*                           GODOT ENGINE                                */
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/*                      https://godotengine.org                          */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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/*                                                                       */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the       */
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/* "Software"), to deal in the Software without restriction, including   */
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/* without limitation the rights to use, copy, modify, merge, publish,   */
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/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions:                                             */
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/*                                                                       */
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/* The above copyright notice and this permission notice shall be        */
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/* included in all copies or substantial portions of the Software.       */
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/*                                                                       */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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/*************************************************************************/
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#ifndef VISUAL_SCRIPT_FLOW_CONTROL_H
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#define VISUAL_SCRIPT_FLOW_CONTROL_H
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#include "visual_script.h"
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class VisualScriptReturn : public VisualScriptNode {
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	GDCLASS(VisualScriptReturn, VisualScriptNode);
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	Variant::Type type;
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	bool with_value;
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protected:
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	static void _bind_methods();
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public:
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	virtual int get_output_sequence_port_count() const;
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	virtual bool has_input_sequence_port() const;
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	virtual String get_output_sequence_port_text(int p_port) const;
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	virtual int get_input_value_port_count() const;
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	virtual int get_output_value_port_count() const;
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	virtual PropertyInfo get_input_value_port_info(int p_idx) const;
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	virtual PropertyInfo get_output_value_port_info(int p_idx) const;
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	virtual String get_caption() const;
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	virtual String get_text() const;
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	virtual String get_category() const { return "flow_control"; }
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	void set_return_type(Variant::Type);
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	Variant::Type get_return_type() const;
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	void set_enable_return_value(bool p_enable);
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	bool is_return_value_enabled() const;
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	virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance);
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	VisualScriptReturn();
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};
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class VisualScriptCondition : public VisualScriptNode {
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	GDCLASS(VisualScriptCondition, VisualScriptNode);
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protected:
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	static void _bind_methods();
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public:
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	virtual int get_output_sequence_port_count() const;
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	virtual bool has_input_sequence_port() const;
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	virtual String get_output_sequence_port_text(int p_port) const;
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	virtual int get_input_value_port_count() const;
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	virtual int get_output_value_port_count() const;
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	virtual PropertyInfo get_input_value_port_info(int p_idx) const;
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	virtual PropertyInfo get_output_value_port_info(int p_idx) const;
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	virtual String get_caption() const;
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	virtual String get_text() const;
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	virtual String get_category() const { return "flow_control"; }
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	virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance);
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	VisualScriptCondition();
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};
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class VisualScriptWhile : public VisualScriptNode {
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	GDCLASS(VisualScriptWhile, VisualScriptNode);
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protected:
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	static void _bind_methods();
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public:
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	virtual int get_output_sequence_port_count() const;
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	virtual bool has_input_sequence_port() const;
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	virtual String get_output_sequence_port_text(int p_port) const;
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	virtual int get_input_value_port_count() const;
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	virtual int get_output_value_port_count() const;
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	virtual PropertyInfo get_input_value_port_info(int p_idx) const;
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	virtual PropertyInfo get_output_value_port_info(int p_idx) const;
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	virtual String get_caption() const;
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	virtual String get_text() const;
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	virtual String get_category() const { return "flow_control"; }
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	virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance);
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	VisualScriptWhile();
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};
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class VisualScriptIterator : public VisualScriptNode {
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	GDCLASS(VisualScriptIterator, VisualScriptNode);
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protected:
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	static void _bind_methods();
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public:
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	virtual int get_output_sequence_port_count() const;
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	virtual bool has_input_sequence_port() const;
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	virtual String get_output_sequence_port_text(int p_port) const;
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	virtual int get_input_value_port_count() const;
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	virtual int get_output_value_port_count() const;
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	virtual PropertyInfo get_input_value_port_info(int p_idx) const;
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	virtual PropertyInfo get_output_value_port_info(int p_idx) const;
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	virtual String get_caption() const;
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	virtual String get_text() const;
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	virtual String get_category() const { return "flow_control"; }
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	virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance);
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	VisualScriptIterator();
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};
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class VisualScriptSequence : public VisualScriptNode {
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	GDCLASS(VisualScriptSequence, VisualScriptNode);
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	int steps;
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protected:
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	static void _bind_methods();
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public:
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	virtual int get_output_sequence_port_count() const;
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	virtual bool has_input_sequence_port() const;
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	virtual String get_output_sequence_port_text(int p_port) const;
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	virtual int get_input_value_port_count() const;
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	virtual int get_output_value_port_count() const;
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	virtual PropertyInfo get_input_value_port_info(int p_idx) const;
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	virtual PropertyInfo get_output_value_port_info(int p_idx) const;
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	virtual String get_caption() const;
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	virtual String get_text() const;
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	virtual String get_category() const { return "flow_control"; }
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	void set_steps(int p_steps);
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	int get_steps() const;
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	virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance);
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	VisualScriptSequence();
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};
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class VisualScriptSwitch : public VisualScriptNode {
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	GDCLASS(VisualScriptSwitch, VisualScriptNode);
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	struct Case {
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		Variant::Type type;
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		Case() { type = Variant::NIL; }
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	};
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	Vector<Case> case_values;
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	friend class VisualScriptNodeInstanceSwitch;
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protected:
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	bool _set(const StringName &p_name, const Variant &p_value);
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	bool _get(const StringName &p_name, Variant &r_ret) const;
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	void _get_property_list(List<PropertyInfo> *p_list) const;
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	static void _bind_methods();
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public:
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	virtual int get_output_sequence_port_count() const;
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	virtual bool has_input_sequence_port() const;
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	virtual String get_output_sequence_port_text(int p_port) const;
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	virtual bool has_mixed_input_and_sequence_ports() const { return true; }
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	virtual int get_input_value_port_count() const;
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	virtual int get_output_value_port_count() const;
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	virtual PropertyInfo get_input_value_port_info(int p_idx) const;
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	virtual PropertyInfo get_output_value_port_info(int p_idx) const;
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	virtual String get_caption() const;
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	virtual String get_text() const;
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	virtual String get_category() const { return "flow_control"; }
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	virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance);
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	VisualScriptSwitch();
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};
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class VisualScriptTypeCast : public VisualScriptNode {
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	GDCLASS(VisualScriptTypeCast, VisualScriptNode);
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	StringName base_type;
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	String script;
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protected:
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	static void _bind_methods();
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public:
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	virtual int get_output_sequence_port_count() const;
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	virtual bool has_input_sequence_port() const;
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	virtual String get_output_sequence_port_text(int p_port) const;
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	virtual int get_input_value_port_count() const;
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	virtual int get_output_value_port_count() const;
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	virtual PropertyInfo get_input_value_port_info(int p_idx) const;
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	virtual PropertyInfo get_output_value_port_info(int p_idx) const;
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	virtual String get_caption() const;
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	virtual String get_text() const;
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	virtual String get_category() const { return "flow_control"; }
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	void set_base_type(const StringName &p_type);
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	StringName get_base_type() const;
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	void set_base_script(const String &p_path);
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	String get_base_script() const;
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	virtual TypeGuess guess_output_type(TypeGuess *p_inputs, int p_output) const;
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	virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance);
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	VisualScriptTypeCast();
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};
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void register_visual_script_flow_control_nodes();
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#endif // VISUAL_SCRIPT_FLOW_CONTROL_H
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