remove error message for optional NativeScript symbols
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@ -137,7 +137,6 @@ bool NativeScript::can_instance() const {
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#endif
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#endif
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}
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}
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// TODO(karroffel): implement this
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Ref<Script> NativeScript::get_base_script() const {
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Ref<Script> NativeScript::get_base_script() const {
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NativeScriptDesc *script_data = get_script_desc();
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NativeScriptDesc *script_data = get_script_desc();
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@ -1052,9 +1051,7 @@ void NativeScriptLanguage::call_libraries_cb(const StringName &name) {
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void *proc_ptr;
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void *proc_ptr;
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Error err = L->get()->get_symbol(name, proc_ptr);
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Error err = L->get()->get_symbol(name, proc_ptr);
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if (err != OK) {
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if (!err) {
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ERR_PRINT((String("No godot_gdnative_init in \"" + L->get()->get_library()->get_active_library_path()) + "\" found").utf8().get_data());
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} else {
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((void (*)())proc_ptr)();
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((void (*)())proc_ptr)();
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}
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}
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}
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}
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