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lib + include + Godot dossier
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51
GodoBinding/include/gen/VisualScriptFunctionState.hpp
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51
GodoBinding/include/gen/VisualScriptFunctionState.hpp
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#ifndef GODOT_CPP_VISUALSCRIPTFUNCTIONSTATE_HPP
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#define GODOT_CPP_VISUALSCRIPTFUNCTIONSTATE_HPP
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#include <gdnative_api_struct.gen.h>
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#include <stdint.h>
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#include <core/CoreTypes.hpp>
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#include <core/Ref.hpp>
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#include "Reference.hpp"
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namespace godot {
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class Object;
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class VisualScriptFunctionState : public Reference {
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struct ___method_bindings {
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godot_method_bind *mb__signal_callback;
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godot_method_bind *mb_connect_to_signal;
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godot_method_bind *mb_is_valid;
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godot_method_bind *mb_resume;
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};
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static ___method_bindings ___mb;
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public:
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static void ___init_method_bindings();
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static inline const char *___get_class_name() { return (const char *) "VisualScriptFunctionState"; }
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static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (o) ? (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o) : nullptr; }
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// enums
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// constants
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static VisualScriptFunctionState *_new();
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// methods
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Variant _signal_callback(const Array& __var_args = Array());
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void connect_to_signal(const Object *obj, const String signals, const Array args);
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bool is_valid() const;
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Variant resume(const Array args = Array());
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template <class... Args> Variant _signal_callback(Args... args){
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return _signal_callback(Array::make(args...));
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}
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};
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}
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#endif
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