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.
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@ -179,7 +179,7 @@ class JavaClass : public RefCounted {
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#endif
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public:
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virtual Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error) override;
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virtual Variant callp(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error) override;
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JavaClass();
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};
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@ -195,7 +195,7 @@ class JavaObject : public RefCounted {
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#endif
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public:
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virtual Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error) override;
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virtual Variant callp(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error) override;
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#ifdef ANDROID_ENABLED
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JavaObject(const Ref<JavaClass> &p_base, jobject *p_instance);
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