Use RequiredParam/RequiredResult in some high value places
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@@ -235,7 +235,7 @@ Vector2 GodotPhysicsDirectBodyState2D::get_contact_impulse(int p_contact_idx) co
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return body->contacts[p_contact_idx].impulse;
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}
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PhysicsDirectSpaceState2D *GodotPhysicsDirectBodyState2D::get_space_state() {
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RequiredResult<PhysicsDirectSpaceState2D> GodotPhysicsDirectBodyState2D::get_space_state() {
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return body->get_space()->get_direct_state();
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}
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@@ -101,7 +101,7 @@ public:
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virtual Vector2 get_contact_collider_velocity_at_position(int p_contact_idx) const override;
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virtual Vector2 get_contact_impulse(int p_contact_idx) const override;
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virtual PhysicsDirectSpaceState2D *get_space_state() override;
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virtual RequiredResult<PhysicsDirectSpaceState2D> get_space_state() override;
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virtual real_t get_step() const override;
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};
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