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Mono/C#: Fix several clang-tidy warnings and cleanup
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@@ -28,10 +28,10 @@
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "base_object_glue.h"
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#ifdef MONO_GLUE_ENABLED
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#include "core/class_db.h"
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#include "core/object.h"
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#include "core/reference.h"
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#include "core/string_name.h"
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@@ -39,6 +39,7 @@
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#include "../mono_gd/gd_mono_cache.h"
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#include "../mono_gd/gd_mono_class.h"
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#include "../mono_gd/gd_mono_internals.h"
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#include "../mono_gd/gd_mono_marshal.h"
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#include "../mono_gd/gd_mono_utils.h"
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#include "../signal_awaiter_utils.h"
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#include "arguments_vector.h"
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@@ -140,16 +141,18 @@ MethodBind *godot_icall_Object_ClassDB_get_method(StringName *p_type, MonoString
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}
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MonoObject *godot_icall_Object_weakref(Object *p_ptr) {
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if (!p_ptr)
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if (!p_ptr) {
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return nullptr;
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}
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Ref<WeakRef> wref;
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Reference *ref = Object::cast_to<Reference>(p_ptr);
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if (ref) {
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REF r = ref;
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if (!r.is_valid())
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if (!r.is_valid()) {
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return nullptr;
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}
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wref.instance();
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wref->set_ref(r);
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@@ -241,6 +244,7 @@ void godot_register_object_icalls() {
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mono_add_internal_call("Godot.Object::godot_icall_Object_Ctor", (void *)godot_icall_Object_Ctor);
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mono_add_internal_call("Godot.Object::godot_icall_Object_Disposed", (void *)godot_icall_Object_Disposed);
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mono_add_internal_call("Godot.Object::godot_icall_Reference_Disposed", (void *)godot_icall_Reference_Disposed);
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mono_add_internal_call("Godot.Object::godot_icall_Object_ConnectEventSignals", (void *)godot_icall_Object_ConnectEventSignals);
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mono_add_internal_call("Godot.Object::godot_icall_Object_ClassDB_get_method", (void *)godot_icall_Object_ClassDB_get_method);
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mono_add_internal_call("Godot.Object::godot_icall_Object_ToString", (void *)godot_icall_Object_ToString);
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mono_add_internal_call("Godot.Object::godot_icall_Object_weakref", (void *)godot_icall_Object_weakref);
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