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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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@@ -80,7 +80,7 @@ static void gdnative_variant_call(GDNativeVariantPtr p_self, const GDNativeStrin
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const Variant **args = (const Variant **)p_args;
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Variant ret;
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Callable::CallError error;
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self->call(*method, args, p_argcount, ret, error);
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self->callp(*method, args, p_argcount, ret, error);
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memnew_placement(r_return, Variant(ret));
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if (r_error) {
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@@ -152,7 +152,7 @@ static void gdnative_variant_set_indexed(GDNativeVariantPtr p_self, GDNativeInt
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bool valid;
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bool oob;
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self->set_indexed(p_index, value, valid, oob);
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self->set_indexed(p_index, *value, valid, oob);
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*r_valid = valid;
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*r_oob = oob;
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}
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