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-rw-r--r--doc/classes/Variant.xml4
1 files changed, 2 insertions, 2 deletions
diff --git a/doc/classes/Variant.xml b/doc/classes/Variant.xml
index 9d55f5846f..e56b51a607 100644
--- a/doc/classes/Variant.xml
+++ b/doc/classes/Variant.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="Variant" category="Core" version="3.2">
+<class name="Variant" version="3.2">
<brief_description>
The most important data type in Godot.
</brief_description>
@@ -17,7 +17,7 @@
- VisualScript tracks properties inside Variants as well, but it also uses static typing. The GUI interface enforces that properties have a particular type that doesn't change over time.
- C# is statically typed, but uses the Mono [code]object[/code] type in place of Godot's Variant class when it needs to represent a dynamic value. [code]object[/code] is the Mono runtime's equivalent of the same concept.
- The statically-typed language NativeScript C++ does not define a built-in Variant-like class. Godot's GDNative bindings provide their own godot::Variant class for users; Any point at which the C++ code starts interacting with the Godot runtime is a place where you might have to start wrapping data inside Variant objects.
- The global [method @GDScript.typeof] function returns the enumerated value of the Variant type stored in the current variable. These correspond to [code]TYPE_*[/code] constants in the [@GlobalScope] docs.
+ The global [method @GDScript.typeof] function returns the enumerated value of the Variant type stored in the current variable (see [enum Variant.Type]).
[codeblock]
var foo = 2
match typeof(foo):