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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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@@ -610,12 +610,12 @@ void EditorDebuggerNode::_save_node_requested(ObjectID p_id, const String &p_fil
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}
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// Remote inspector/edit.
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void EditorDebuggerNode::_method_changeds(void *p_ud, Object *p_base, const StringName &p_name, VARIANT_ARG_DECLARE) {
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void EditorDebuggerNode::_method_changeds(void *p_ud, Object *p_base, const StringName &p_name, const Variant **p_args, int p_argcount) {
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if (!singleton) {
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return;
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}
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_for_all(singleton->tabs, [&](ScriptEditorDebugger *dbg) {
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dbg->_method_changed(p_base, p_name, VARIANT_ARG_PASS);
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dbg->_method_changed(p_base, p_name, p_args, p_argcount);
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});
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}
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