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Merge pull request #9793 from raulsntos/dotnet/defines
C#: Remove references to `GODOT_SERVER` and `GODOT_HTML5` defines
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tutorials/scripting/c_sharp/c_sharp_features.rst

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@@ -102,10 +102,6 @@ Preprocessor defines
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Godot has a set of defines that allow you to change your C# code
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depending on the environment you are compiling to.
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.. note:: If you created your project before Godot 3.2, you have to modify
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or regenerate your `csproj` file to use this feature
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(compare ``<DefineConstants>`` with a new 3.2+ project).
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Examples
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~~~~~~~~
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@@ -115,10 +111,7 @@ For example, you can change code based on the platform:
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public override void _Ready()
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{
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#if GODOT_SERVER
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// Don't try to load meshes or anything, this is a server!
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LaunchServer();
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#elif GODOT_32 || GODOT_MOBILE || GODOT_WEB
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#if (GODOT_32 || GODOT_MOBILE || GODOT_WEB)
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// Use simple objects when running on less powerful systems.
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SpawnSimpleObjects();
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#else
@@ -167,7 +160,7 @@ Full list of defines
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* One of ``GODOT_64`` or ``GODOT_32`` is defined depending on if the architecture is 64-bit or 32-bit.
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* One of ``GODOT_LINUXBSD``, ``GODOT_WINDOWS``, ``GODOT_OSX``,
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``GODOT_ANDROID``, ``GODOT_IOS``, ``GODOT_HTML5``, or ``GODOT_SERVER``
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``GODOT_ANDROID``, ``GODOT_IOS``, ``GODOT_WEB``
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depending on the OS. These names may change in the future.
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These are created from the ``get_name()`` method of the
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:ref:`OS <class_OS>` singleton, but not every possible OS

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