From 521280ec444d5bc58c8f7bcb044368d20f10f48a Mon Sep 17 00:00:00 2001 From: Evgeny Zuev Date: Wed, 6 Sep 2017 19:21:19 +0700 Subject: [PATCH] Fix duplication of node with script When duplicating node with script, properties of script weren't copied sometimes. It happened because properties were copied in arbitrary order, and properties of the script were setted before the "script" property itself, i.e. while script is sill NULL. Also, DUPLICATE_SCRIPTS flag wasn't working - script was always copied because `_duplicate` looked for "script/script" property while it should be just "script". Now "script" property is being set before all others, and "script/script" changed to `CoreStringNames::get_singleton()->_script`. --- scene/main/node.cpp | 13 ++++++++++++- 1 file changed, 12 insertions(+), 1 deletion(-) diff --git a/scene/main/node.cpp b/scene/main/node.cpp index a30fc03aa9e..4a0d36bd2ad 100755 --- a/scene/main/node.cpp +++ b/scene/main/node.cpp @@ -29,6 +29,7 @@ /*************************************************************************/ #include "node.h" +#include "core/core_string_names.h" #include "instance_placeholder.h" #include "io/resource_loader.h" #include "message_queue.h" @@ -2104,12 +2105,22 @@ Node *Node::_duplicate(int p_flags) const { get_property_list(&plist); + StringName script_property_name = CoreStringNames::get_singleton()->_script; + + if (p_flags & DUPLICATE_SCRIPTS) { + bool is_valid = false; + Variant script = get(script_property_name, &is_valid); + if (is_valid) { + node->set(script_property_name, script); + } + } + for (List::Element *E = plist.front(); E; E = E->next()) { if (!(E->get().usage & PROPERTY_USAGE_STORAGE)) continue; String name = E->get().name; - if (!(p_flags & DUPLICATE_SCRIPTS) && name == "script/script") + if (name == script_property_name) continue; Variant value = get(name);