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[HTML5] Fix build (with module_webxr_enabled=no).
The XR API changed a bit, and it's not just a rename, though probably an easy update for someone who is qualified :).
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@@ -31,7 +31,6 @@
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#include "os_javascript.h"
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#include "core/debugger/engine_debugger.h"
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#include "core/io/json.h"
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#include "drivers/unix/dir_access_unix.h"
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#include "drivers/unix/file_access_unix.h"
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#include "main/main.h"
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@@ -115,7 +114,7 @@ Error OS_JavaScript::create_process(const String &p_path, const List<String> &p_
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for (const List<String>::Element *E = p_arguments.front(); E; E = E->next()) {
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args.push_back(E->get());
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}
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String json_args = JSON::print(args);
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String json_args = Variant(args).to_json_string();
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int failed = godot_js_os_execute(json_args.utf8().get_data());
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ERR_FAIL_COND_V_MSG(failed, ERR_UNAVAILABLE, "OS::execute() or create_process() must be implemented in JavaScript via 'engine.setOnExecute' if required.");
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return OK;
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