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Add some comments on what needs to be done.
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visual_script.h

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@@ -36,6 +36,7 @@
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#include <godot_cpp/core/defs.hpp>
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#include <godot_cpp/godot.hpp>
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#include <godot_cpp/classes/script.hpp>
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#include <godot_cpp/classes/script_language_extension.hpp>
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#include <godot_cpp/templates/hash_map.hpp>
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#include <godot_cpp/templates/list.hpp>
@@ -47,6 +48,14 @@ using namespace godot;
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#define RES_BASE_EXTENSION(ext)
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// TODO This will need more work than just this.
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#define ScriptLanguage ScriptLanguageExtension
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// TODO ScriptInstance (via C struct: GDNativeExtensionScriptInstanceInfo, see gdnative_interface.h).
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class ScriptInstance {
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};
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#else
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#include "core/debugger/engine_debugger.h"
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#include "core/debugger/script_debugger.h"
@@ -172,6 +181,7 @@ class VisualScriptNodeInstance {
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virtual int get_working_memory_size() const { return 0; }
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// TODO What to do with Callable::CallError ? Add to godot-cpp? Does it make sense? Is it exposed to extensions?
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virtual int step(const Variant **p_inputs, Variant **p_outputs, StartMode p_start_mode, Variant *p_working_mem, Callable::CallError &r_error, String &r_error_str) = 0; // Do a step, return which sequence port to go out.
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Ref<VisualScriptNode> get_base_node() { return Ref<VisualScriptNode>(base); }

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