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Make Lookup Symbol recognize assert and preload in the script editor
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@@ -3155,7 +3155,7 @@ static Error _lookup_symbol_from_base(const GDScriptParser::DataType &p_base, co
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::Error GDScriptLanguage::lookup_code(const String &p_code, const String &p_symbol, const String &p_path, Object *p_owner, LookupResult &r_result) {
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::Error GDScriptLanguage::lookup_code(const String &p_code, const String &p_symbol, const String &p_path, Object *p_owner, LookupResult &r_result) {
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// Before parsing, try the usual stuff
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// Before parsing, try the usual stuff.
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if (ClassDB::class_exists(p_symbol)) {
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if (ClassDB::class_exists(p_symbol)) {
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r_result.type = ScriptLanguage::LOOKUP_RESULT_CLASS;
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r_result.type = ScriptLanguage::LOOKUP_RESULT_CLASS;
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r_result.class_name = p_symbol;
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r_result.class_name = p_symbol;
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@@ -3171,7 +3171,9 @@ static Error _lookup_symbol_from_base(const GDScriptParser::DataType &p_base, co
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}
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}
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}
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}
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if (GDScriptUtilityFunctions::function_exists(p_symbol)) {
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// Need special checks for assert and preload as they are technically
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// keywords, so are not registered in GDScriptUtilityFunctions.
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if (GDScriptUtilityFunctions::function_exists(p_symbol) || "assert" == p_symbol || "preload" == p_symbol) {
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r_result.type = ScriptLanguage::LOOKUP_RESULT_CLASS_METHOD;
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r_result.type = ScriptLanguage::LOOKUP_RESULT_CLASS_METHOD;
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r_result.class_name = "@GDScript";
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r_result.class_name = "@GDScript";
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r_result.class_member = p_symbol;
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r_result.class_member = p_symbol;
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