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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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@@ -8,7 +8,7 @@ _FORCE_INLINE_ bool _gdvirtual_##m_name##_call($CALLARGS) $CONST { \\
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if (script_instance) {\\
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Callable::CallError ce; \\
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$CALLSIARGS\\
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$CALLSIBEGINscript_instance->call(_gdvirtual_##m_name##_sn, $CALLSIARGPASS, ce);\\
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$CALLSIBEGINscript_instance->callp(_gdvirtual_##m_name##_sn, $CALLSIARGPASS, ce);\\
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if (ce.error == Callable::CallError::CALL_OK) {\\
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$CALLSIRET\\
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return true;\\
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