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Fix typo in GDNative C++ example (#5761)
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Hugo Locurcio
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@@ -332,8 +332,8 @@ it. However, we do not have to tell Godot about our constructor, destructor and
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The other method of note is our ``_process`` function, which simply keeps track
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of how much time has passed and calculates a new position for our sprite using a
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simple sine and cosine function. What stands out is calling
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``owner->set_position`` to call one of the build in methods of our Sprite. This
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sine and cosine function. What stands out is calling
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``owner->set_position`` to call one of the built-in methods of our Sprite. This
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is because our class is a container class; ``owner`` points to the actual Sprite
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node our script relates to. In the upcoming NativeScript 1.1, ``set_position``
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can be called directly on our class.
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