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Improve use of Ref.is_null/valid
Use `is_null` over `!is_valid` and vice versa.
This commit is contained in:
committed by
AThousandShips
parent
0f95e9f8e6
commit
a1846b27ea
@@ -105,7 +105,7 @@ void SceneTreeEditor::_cell_button_pressed(Object *p_item, int p_column, int p_i
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}
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} else if (p_id == BUTTON_SCRIPT) {
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Ref<Script> script_typed = n->get_script();
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if (!script_typed.is_null()) {
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if (script_typed.is_valid()) {
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emit_signal(SNAME("open_script"), script_typed);
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}
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@@ -565,7 +565,7 @@ void SceneTreeEditor::_update_node(Node *p_node, TreeItem *p_item, bool p_part_o
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// Show buttons only when necessary (SceneTreeDock) to avoid crashes.
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if (can_open_instance && is_scene_tree_dock) {
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Ref<Script> scr = p_node->get_script();
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if (!scr.is_null()) {
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if (scr.is_valid()) {
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String additional_notes;
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Color button_color = Color(1, 1, 1);
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// Can't set tooltip after adding button, need to do it before.
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