Add nil check to tilde
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1 changed files with 3 additions and 2 deletions
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@ -279,7 +279,8 @@ proc `as`*[T: NimGodotObject](obj: NimGodotObject, t: typedesc[T]): T =
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T.name & "\n" & getStackTrace())
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result = nil
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proc `~`*[T: NimGodotObject](obj: NimGodotObject, t: typedesc[T]): bool =
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proc `~`*[T: NimGodotObject](obj: NimGodotObject,
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t: typedesc[T]): bool {.inline.} =
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## Godot-specific inheritance check. You must use this over Nim's standard
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## ``of`` operator, because Nim does not know which object your script is
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## attached to in runtime. For example, if you create a
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@ -288,7 +289,7 @@ proc `~`*[T: NimGodotObject](obj: NimGodotObject, t: typedesc[T]): bool =
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## ``myBullet ~ MeshInstance`` will return ``true``.
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## This is going to be changed to ``of`` in later versions, when Nim starts
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## supporting overloading ``of`` operator.
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obj of T or obj.linkedObject of T
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not obj.isNil and (obj of T or obj.linkedObject of T)
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proc newRStrLit(s: string): NimNode {.compileTime.} =
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result = newNimNode(nnkRStrLit)
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