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Added a simpler/faster way to bind script languages instance wrappers to Godot
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@@ -57,7 +57,7 @@ public:
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static void set_scripting_enabled(bool p_enabled);
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static bool is_scripting_enabled();
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static int get_language_count();
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_FORCE_INLINE_ static int get_language_count() { return _language_count; }
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static ScriptLanguage *get_language(int p_idx);
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static void register_language(ScriptLanguage *p_language);
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static void unregister_language(ScriptLanguage *p_language);
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@@ -274,6 +274,9 @@ public:
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virtual int profiling_get_accumulated_data(ProfilingInfo *p_info_arr, int p_info_max) = 0;
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virtual int profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_info_max) = 0;
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virtual void *alloc_instance_binding_data(Object *p_object) { return NULL; } //optional, not used by all languages
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virtual void free_instance_binding_data(void *p_data) {} //optional, not used by all languages
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virtual void frame();
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virtual ~ScriptLanguage(){};
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