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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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@@ -171,7 +171,7 @@ public:
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// Remote inspector/edit.
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void request_remote_tree();
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static void _method_changeds(void *p_ud, Object *p_base, const StringName &p_name, VARIANT_ARG_DECLARE);
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static void _method_changeds(void *p_ud, Object *p_base, const StringName &p_name, const Variant **p_args, int p_argcount);
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static void _property_changeds(void *p_ud, Object *p_base, const StringName &p_property, const Variant &p_value);
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// LiveDebug
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