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-rw-r--r--src/core/class_db.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/core/class_db.cpp b/src/core/class_db.cpp
index 7985f94..1e2c6e0 100644
--- a/src/core/class_db.cpp
+++ b/src/core/class_db.cpp
@@ -220,7 +220,7 @@ void ClassDB::bind_method_godot(const StringName &p_class_name, MethodBind *p_me
StringName name = p_method->get_name();
GDNativeExtensionClassMethodInfo method_info = {
- name._native_ptr(), // const GDNativeStringNamePtr;
+ name._native_ptr(), // GDNativeStringNamePtr;
p_method, // void *method_userdata;
MethodBind::bind_call, // GDNativeExtensionClassMethodCall call_func;
MethodBind::bind_ptrcall, // GDNativeExtensionClassMethodPtrCall ptrcall_func;
@@ -261,10 +261,10 @@ void ClassDB::add_signal(const StringName &p_class, const MethodInfo &p_signal)
for (const PropertyInfo &par : p_signal.arguments) {
parameters.push_back(GDNativePropertyInfo{
static_cast<GDNativeVariantType>(par.type), // GDNativeVariantType type;
- par.name._native_ptr(), // const GDNativeStringNamePtr name;
- par.class_name._native_ptr(), // const GDNativeStringNamePtr class_name;
+ par.name._native_ptr(), // GDNativeStringNamePtr name;
+ par.class_name._native_ptr(), // GDNativeStringNamePtr class_name;
par.hint, // NONE //uint32_t hint;
- par.hint_string._native_ptr(), // const GDNativeStringPtr hint_string;
+ par.hint_string._native_ptr(), // GDNativeStringPtr hint_string;
par.usage, // DEFAULT //uint32_t usage;
});
}
@@ -288,7 +288,7 @@ void ClassDB::bind_integer_constant(const StringName &p_class_name, const String
// Register it with Godot
internal::gdn_interface->classdb_register_extension_class_integer_constant(internal::library, p_class_name._native_ptr(), p_enum_name._native_ptr(), p_constant_name._native_ptr(), p_constant_value, p_is_bitfield);
}
-GDNativeExtensionClassCallVirtual ClassDB::get_virtual_func(void *p_userdata, const GDNativeStringNamePtr p_name) {
+GDNativeExtensionClassCallVirtual ClassDB::get_virtual_func(void *p_userdata, GDNativeConstStringNamePtr p_name) {
// This is called by Godot the first time it calls a virtual function, and it caches the result, per object instance.
// Because of this, it can happen from different threads at once.
// It should be ok not using any mutex as long as we only READ data.