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Don't call parent _get_property_list when a class doesn't define it.
Godot is already supposed to call _get_property_list of parent classes, so this binding function must really only return procedural properties of the class it belongs to, and not parent or child classes.
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@@ -60,4 +60,33 @@ void postinitialize_handler(Wrapped *p_wrapped) {
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p_wrapped->_postinitialize();
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}
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namespace internal {
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GDExtensionPropertyInfo *create_c_property_list(const ::godot::List<::godot::PropertyInfo> &plist_cpp, uint32_t *r_size) {
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GDExtensionPropertyInfo *plist = nullptr;
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// Linked list size can be expensive to get so we cache it
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const uint32_t plist_size = plist_cpp.size();
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if (r_size != nullptr) {
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*r_size = plist_size;
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}
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plist = reinterpret_cast<GDExtensionPropertyInfo *>(memalloc(sizeof(GDExtensionPropertyInfo) * plist_size));
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unsigned int i = 0;
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for (const ::godot::PropertyInfo &E : plist_cpp) {
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plist[i].type = static_cast<GDExtensionVariantType>(E.type);
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plist[i].name = E.name._native_ptr();
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plist[i].hint = E.hint;
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plist[i].hint_string = E.hint_string._native_ptr();
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plist[i].class_name = E.class_name._native_ptr();
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plist[i].usage = E.usage;
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++i;
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}
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return plist;
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}
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void free_c_property_list(GDExtensionPropertyInfo *plist) {
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memfree(plist);
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}
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} // namespace internal
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} // namespace godot
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