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Add two missing Null checks
These Null checks were removed in #10581 but actually changed the logic of the functions in this case. This fixes #10654
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@@ -1546,9 +1546,11 @@ static void _find_type_arguments(GDCompletionContext &context, const GDParser::N
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scr = NULL;
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scr = NULL;
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}
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}
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} else {
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} else {
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if (obj) {
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on_script = obj->get_script();
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on_script = obj->get_script();
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}
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}
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}
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}
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}
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//print_line("but it has a script?");
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//print_line("but it has a script?");
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if (!on_script.is_valid() && id.script.is_valid()) {
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if (!on_script.is_valid() && id.script.is_valid()) {
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@@ -2237,9 +2239,11 @@ Error GDScriptLanguage::complete_code(const String &p_code, const String &p_base
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scr = NULL;
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scr = NULL;
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}
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}
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} else {
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} else {
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if (obj) {
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on_script = obj->get_script();
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on_script = obj->get_script();
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}
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}
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}
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}
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}
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if (!on_script.is_valid() && t.script.is_valid()) {
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if (!on_script.is_valid() && t.script.is_valid()) {
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on_script = t.script;
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on_script = t.script;
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@@ -1401,8 +1401,11 @@ void SceneTree::_live_edit_create_node_func(const NodePath &p_parent, const Stri
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Node *n2 = n->get_node(p_parent);
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Node *n2 = n->get_node(p_parent);
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Node *no = Object::cast_to<Node>(ClassDB::instance(p_type));
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Node *no = Object::cast_to<Node>(ClassDB::instance(p_type));
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no->set_name(p_name);
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if (!no) {
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continue;
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}
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no->set_name(p_name);
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n2->add_child(no);
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n2->add_child(no);
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}
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}
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}
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}
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