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29 changes: 22 additions & 7 deletions scene/main/node.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2951,6 +2951,10 @@ Node *Node::duplicate(int p_flags) const {

ERR_FAIL_NULL_V_MSG(dupe, nullptr, "Failed to duplicate node.");

if (p_flags & DUPLICATE_SCRIPTS) {
_duplicate_scripts(this, dupe);
}

_duplicate_properties(this, this, dupe, p_flags);

if (p_flags & DUPLICATE_SIGNALS) {
Expand All @@ -2971,6 +2975,10 @@ Node *Node::duplicate_from_editor(HashMap<const Node *, Node *> &r_duplimap, con

ERR_FAIL_NULL_V_MSG(dupe, nullptr, "Failed to duplicate node.");

if (flags & DUPLICATE_SCRIPTS) {
_duplicate_scripts(this, dupe);
}

_duplicate_properties(this, this, dupe, flags);

// This is used by SceneTreeDock's paste functionality. When pasting to foreign scene, resources are duplicated.
Expand Down Expand Up @@ -3043,20 +3051,27 @@ void Node::_emit_editor_state_changed() {
}
#endif

void Node::_duplicate_scripts(const Node *p_original, Node *p_copy) const {
bool is_valid = false;
Variant scr = p_original->get(CoreStringName(script), &is_valid);
if (is_valid) {
p_copy->set(CoreStringName(script), scr);
}

for (int i = 0; i < p_original->get_child_count(false); i++) {
Node *copy_child = p_copy->get_child(i, false);
ERR_FAIL_NULL_MSG(copy_child, "Child node disappeared while duplicating.");
_duplicate_scripts(p_original->get_child(i, false), copy_child);
}
}

// Duplicate node's properties.
// This has to be called after nodes have been duplicated since there might be properties
// of type Node that can be updated properly only if duplicated node tree is complete.
void Node::_duplicate_properties(const Node *p_root, const Node *p_original, Node *p_copy, int p_flags) const {
List<PropertyInfo> props;
p_original->get_property_list(&props);
const StringName &script_property_name = CoreStringName(script);
if (p_flags & DUPLICATE_SCRIPTS) {
bool is_valid = false;
Variant scr = p_original->get(script_property_name, &is_valid);
if (is_valid) {
p_copy->set(script_property_name, scr);
}
}
for (const PropertyInfo &E : props) {
if (!(E.usage & PROPERTY_USAGE_STORAGE)) {
continue;
Expand Down
1 change: 1 addition & 0 deletions scene/main/node.h
Original file line number Diff line number Diff line change
Expand Up @@ -315,6 +315,7 @@ class Node : public Object {
void _propagate_translation_domain_dirty();
Array _get_node_and_resource(const NodePath &p_path);

void _duplicate_scripts(const Node *p_original, Node *p_copy) const;
void _duplicate_properties(const Node *p_root, const Node *p_original, Node *p_copy, int p_flags) const;
void _duplicate_signals(const Node *p_original, Node *p_copy) const;
Node *_duplicate(int p_flags, HashMap<const Node *, Node *> *r_duplimap = nullptr) const;
Expand Down