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. --- modules/visual_script/editor/visual_script_editor.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'modules/visual_script/editor/visual_script_editor.cpp') diff --git a/modules/visual_script/editor/visual_script_editor.cpp b/modules/visual_script/editor/visual_script_editor.cpp index 813902b54e..6fae049056 100644 --- a/modules/visual_script/editor/visual_script_editor.cpp +++ b/modules/visual_script/editor/visual_script_editor.cpp @@ -1621,7 +1621,7 @@ void VisualScriptEditor::_remove_output_port(int p_id, int p_port) { conn_map.get_key_list(&keys); for (const int &E : keys) { for (const Set::Element *F = conn_map[E].front(); F; F = F->next()) { - undo_redo->add_undo_method(script.ptr(), "data_connect", p_id, p_port, E, F); + undo_redo->add_undo_method(script.ptr(), "data_connect", p_id, p_port, E, F->get()); } } -- cgit v1.2.3