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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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@@ -1064,18 +1064,16 @@ int ScriptEditorDebugger::_get_res_path_cache(const String &p_path) {
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return last_path_id;
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}
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void ScriptEditorDebugger::_method_changed(Object *p_base, const StringName &p_name, VARIANT_ARG_DECLARE) {
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void ScriptEditorDebugger::_method_changed(Object *p_base, const StringName &p_name, const Variant **p_args, int p_argcount) {
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if (!p_base || !live_debug || !is_session_active() || !EditorNode::get_singleton()->get_edited_scene()) {
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return;
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}
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Node *node = Object::cast_to<Node>(p_base);
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VARIANT_ARGPTRS
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for (int i = 0; i < VARIANT_ARG_MAX; i++) {
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for (int i = 0; i < p_argcount; i++) {
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//no pointers, sorry
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if (argptr[i] && (argptr[i]->get_type() == Variant::OBJECT || argptr[i]->get_type() == Variant::RID)) {
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if (p_args[i]->get_type() == Variant::OBJECT || p_args[i]->get_type() == Variant::RID) {
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return;
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}
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}
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@@ -1087,9 +1085,9 @@ void ScriptEditorDebugger::_method_changed(Object *p_base, const StringName &p_n
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Array msg;
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msg.push_back(pathid);
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msg.push_back(p_name);
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for (int i = 0; i < VARIANT_ARG_MAX; i++) {
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for (int i = 0; i < p_argcount; i++) {
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//no pointers, sorry
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msg.push_back(*argptr[i]);
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msg.push_back(*p_args[i]);
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}
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_put_msg("scene:live_node_call", msg);
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@@ -1105,9 +1103,9 @@ void ScriptEditorDebugger::_method_changed(Object *p_base, const StringName &p_n
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Array msg;
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msg.push_back(pathid);
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msg.push_back(p_name);
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for (int i = 0; i < VARIANT_ARG_MAX; i++) {
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for (int i = 0; i < p_argcount; i++) {
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//no pointers, sorry
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msg.push_back(*argptr[i]);
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msg.push_back(*p_args[i]);
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}
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_put_msg("scene:live_res_call", msg);
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