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Call parent constructors. Todo: I need to figure out how godot manages to get away without doing this.
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@ -30,7 +30,8 @@ bool Reference::unreference() {
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return die;
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return die;
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}
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}
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Reference::Reference() {
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Reference::Reference() :
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Object() {
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refcount.init();
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refcount.init();
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refcount_init.init();
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refcount_init.init();
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}
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}
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@ -291,7 +291,8 @@ Resource::Resource() {
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register_properties();
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register_properties();
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}
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}
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Resource::~Resource() {
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Resource::~Resource() :
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Reference() {
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std::map<std::string, ResourcePropertyBase *>::iterator it;
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std::map<std::string, ResourcePropertyBase *>::iterator it;
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for (it = _property_map.begin(); it != _property_map.end(); it++) {
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for (it = _property_map.begin(); it != _property_map.end(); it++) {
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