PhysicsServer2D and PhysicsServer3D: make body_set_state_sync_callback take a Callable
Prefer Callable to a C-style callback. This is helpful for GDExtension.
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@@ -951,10 +951,10 @@ int GodotPhysicsServer2D::body_get_max_contacts_reported(RID p_body) const {
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return body->get_max_contacts_reported();
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}
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void GodotPhysicsServer2D::body_set_state_sync_callback(RID p_body, void *p_instance, BodyStateCallback p_callback) {
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void GodotPhysicsServer2D::body_set_state_sync_callback(RID p_body, const Callable &p_callable) {
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GodotBody2D *body = body_owner.get_or_null(p_body);
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ERR_FAIL_COND(!body);
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body->set_state_sync_callback(p_instance, p_callback);
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body->set_state_sync_callback(p_callable);
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}
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void GodotPhysicsServer2D::body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata) {
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