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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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@@ -278,7 +278,7 @@ void SceneRPCInterface::_process_rpc(Node *p_node, const uint16_t p_rpc_method_i
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Callable::CallError ce;
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p_node->call(config.name, (const Variant **)argp.ptr(), argc, ce);
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p_node->callp(config.name, (const Variant **)argp.ptr(), argc, ce);
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if (ce.error != Callable::CallError::CALL_OK) {
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String error = Variant::get_call_error_text(p_node, config.name, (const Variant **)argp.ptr(), argc, ce);
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error = "RPC - " + error;
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@@ -480,7 +480,7 @@ void SceneRPCInterface::rpcp(Object *p_obj, int p_peer_id, const StringName &p_m
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Callable::CallError ce;
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multiplayer->set_remote_sender_override(peer->get_unique_id());
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node->call(p_method, p_arg, p_argcount, ce);
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node->callp(p_method, p_arg, p_argcount, ce);
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multiplayer->set_remote_sender_override(0);
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if (ce.error != Callable::CallError::CALL_OK) {
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@@ -496,7 +496,7 @@ void SceneRPCInterface::rpcp(Object *p_obj, int p_peer_id, const StringName &p_m
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ce.error = Callable::CallError::CALL_OK;
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multiplayer->set_remote_sender_override(peer->get_unique_id());
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node->get_script_instance()->call(p_method, p_arg, p_argcount, ce);
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node->get_script_instance()->callp(p_method, p_arg, p_argcount, ce);
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multiplayer->set_remote_sender_override(0);
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if (ce.error != Callable::CallError::CALL_OK) {
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