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Makes all Godot API's methods Lower Case
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@@ -1607,8 +1607,8 @@ Variant VisualScriptInstance::_call_internal(const StringName &p_method, void *p
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}
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//step 1, capture all state
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state->instance_id = get_owner_ptr()->get_instance_ID();
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state->script_id = get_script()->get_instance_ID();
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state->instance_id = get_owner_ptr()->get_instance_id();
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state->script_id = get_script()->get_instance_id();
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state->instance = this;
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state->function = p_method;
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state->working_mem_index = node->working_mem_idx;
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@@ -2417,7 +2417,7 @@ void VisualScriptLanguage::add_global_constant(const StringName &p_variable, con
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bool VisualScriptLanguage::debug_break_parse(const String &p_file, int p_node, const String &p_error) {
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//break because of parse error
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if (ScriptDebugger::get_singleton() && Thread::get_caller_ID() == Thread::get_main_ID()) {
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if (ScriptDebugger::get_singleton() && Thread::get_caller_id() == Thread::get_main_id()) {
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_debug_parse_err_node = p_node;
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_debug_parse_err_file = p_file;
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@@ -2431,7 +2431,7 @@ bool VisualScriptLanguage::debug_break_parse(const String &p_file, int p_node, c
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bool VisualScriptLanguage::debug_break(const String &p_error, bool p_allow_continue) {
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if (ScriptDebugger::get_singleton() && Thread::get_caller_ID() == Thread::get_main_ID()) {
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if (ScriptDebugger::get_singleton() && Thread::get_caller_id() == Thread::get_main_id()) {
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_debug_parse_err_node = -1;
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_debug_parse_err_file = "";
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