Avoid invocation to Object's copy constructor

Needed for the next commit. That's the only place in all the Godot code base
where that's attempted and it's not needed because Objects are not meant to
be copied that way.
This commit is contained in:
Pedro J. Estébanez 2020-04-15 14:24:05 +02:00
parent ed27b7e6b9
commit 07c4dc1b30
1 changed files with 5 additions and 5 deletions

View File

@ -2884,15 +2884,15 @@ Dictionary RichTextLabel::parse_expressions_for_values(Vector<String> p_expressi
Vector<String> values = parts[1].split(",", false); Vector<String> values = parts[1].split(",", false);
RegEx color = RegEx(); RegEx color;
color.compile("^#([A-Fa-f0-9]{6}|[A-Fa-f0-9]{3})$"); color.compile("^#([A-Fa-f0-9]{6}|[A-Fa-f0-9]{3})$");
RegEx nodepath = RegEx(); RegEx nodepath;
nodepath.compile("^\\$"); nodepath.compile("^\\$");
RegEx boolean = RegEx(); RegEx boolean;
boolean.compile("^(true|false)$"); boolean.compile("^(true|false)$");
RegEx decimal = RegEx(); RegEx decimal;
decimal.compile("^-?^.?\\d+(\\.\\d+?)?$"); decimal.compile("^-?^.?\\d+(\\.\\d+?)?$");
RegEx numerical = RegEx(); RegEx numerical;
numerical.compile("^\\d+$"); numerical.compile("^\\d+$");
for (int j = 0; j < values.size(); j++) { for (int j = 0; j < values.size(); j++) {