From 21637dfc2535a00f531b8b664c1e66ba34d11eb0 Mon Sep 17 00:00:00 2001 From: reduz Date: Wed, 9 Mar 2022 14:58:40 +0100 Subject: Remove VARIANT_ARG* macros * Very old macros from the time Godot was created. * Limited arguments to 5 (then later changed to 8) in many places. * They were replaced by C++11 Variadic Templates. * Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard. * Also added a dereference check for Variant*. Helped catch a couple of bugs. --- core/object/script_language.cpp | 14 -------------- 1 file changed, 14 deletions(-) (limited to 'core/object/script_language.cpp') diff --git a/core/object/script_language.cpp b/core/object/script_language.cpp index b14296b815..11440c37fe 100644 --- a/core/object/script_language.cpp +++ b/core/object/script_language.cpp @@ -310,20 +310,6 @@ void ScriptInstance::get_property_state(List> &state) } } -Variant ScriptInstance::call(const StringName &p_method, VARIANT_ARG_DECLARE) { - VARIANT_ARGPTRS; - int argc = 0; - for (int i = 0; i < VARIANT_ARG_MAX; i++) { - if (argptr[i]->get_type() == Variant::NIL) { - break; - } - argc++; - } - - Callable::CallError error; - return call(p_method, argptr, argc, error); -} - void ScriptInstance::property_set_fallback(const StringName &, const Variant &, bool *r_valid) { if (r_valid) { *r_valid = false; -- cgit v1.2.3