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C#: Fix line in OpenInExternalEditor
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@ -280,7 +280,7 @@ void EditorInterface::edit_node(Node *p_node) {
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}
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void EditorInterface::edit_script(const Ref<Script> &p_script, int p_line, int p_col, bool p_grab_focus) {
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ScriptEditor::get_singleton()->edit(p_script, p_line, p_col, p_grab_focus);
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ScriptEditor::get_singleton()->edit(p_script, p_line - 1, p_col - 1, p_grab_focus);
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}
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void EditorInterface::open_scene_from_path(const String &scene_path) {
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@ -2331,7 +2331,7 @@ bool ScriptEditor::edit(const Ref<Resource> &p_resource, int p_line, int p_col,
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}
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if (p_line > 0) {
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se->goto_line(p_line - 1);
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se->goto_line(p_line);
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}
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}
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_update_script_names();
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@ -2426,8 +2426,8 @@ bool ScriptEditor::edit(const Ref<Resource> &p_resource, int p_line, int p_col,
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_test_script_times_on_disk(p_resource);
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_update_modified_scripts_for_external_editor(p_resource);
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if (p_line > 0) {
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se->goto_line(p_line - 1);
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if (p_line >= 0) {
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se->goto_line(p_line);
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}
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notify_script_changed(p_resource);
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@ -138,7 +138,8 @@ namespace GodotTools.Build
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{
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var script = (Script)ResourceLoader.Load(file, typeHint: Internal.CSharpLanguageType);
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if (script != null && Internal.ScriptEditorEdit(script, issue.Line, issue.Column))
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// Godot's ScriptEditor.Edit is 0-based but the issue lines are 1-based.
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if (script != null && Internal.ScriptEditorEdit(script, issue.Line - 1, issue.Column - 1))
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Internal.EditorNodeShowScriptScreen();
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}
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}
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