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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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@@ -64,14 +64,14 @@ void JavaClassWrapper::_bind_methods() {
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#if !defined(ANDROID_ENABLED)
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Variant JavaClass::call(const StringName &, const Variant **, int, Callable::CallError &) {
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Variant JavaClass::callp(const StringName &, const Variant **, int, Callable::CallError &) {
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return Variant();
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}
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JavaClass::JavaClass() {
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}
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Variant JavaObject::call(const StringName &, const Variant **, int, Callable::CallError &) {
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Variant JavaObject::callp(const StringName &, const Variant **, int, Callable::CallError &) {
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return Variant();
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}
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