Use NULL instead of COND checks when appropriate
Restricted to scene
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@ -142,7 +142,7 @@ Node *SceneState::instantiate(GenEditState p_edit_state) const {
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Ref<PackedScene> sdata = props[base_scene_idx];
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ERR_FAIL_COND_V(!sdata.is_valid(), nullptr);
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node = sdata->instantiate(p_edit_state == GEN_EDIT_STATE_DISABLED ? PackedScene::GEN_EDIT_STATE_DISABLED : PackedScene::GEN_EDIT_STATE_INSTANCE); //only main gets main edit state
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ERR_FAIL_COND_V(!node, nullptr);
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ERR_FAIL_NULL_V(node, nullptr);
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if (p_edit_state != GEN_EDIT_STATE_DISABLED) {
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node->set_scene_inherited_state(sdata->get_state());
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}
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@ -155,7 +155,7 @@ Node *SceneState::instantiate(GenEditState p_edit_state) const {
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Ref<PackedScene> sdata = ResourceLoader::load(scene_path, "PackedScene");
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ERR_FAIL_COND_V(!sdata.is_valid(), nullptr);
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node = sdata->instantiate(p_edit_state == GEN_EDIT_STATE_DISABLED ? PackedScene::GEN_EDIT_STATE_DISABLED : PackedScene::GEN_EDIT_STATE_INSTANCE);
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ERR_FAIL_COND_V(!node, nullptr);
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ERR_FAIL_NULL_V(node, nullptr);
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} else {
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InstancePlaceholder *ip = memnew(InstancePlaceholder);
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ip->set_instance_path(scene_path);
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@ -166,7 +166,7 @@ Node *SceneState::instantiate(GenEditState p_edit_state) const {
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Ref<PackedScene> sdata = props[n.instance & FLAG_MASK];
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ERR_FAIL_COND_V(!sdata.is_valid(), nullptr);
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node = sdata->instantiate(p_edit_state == GEN_EDIT_STATE_DISABLED ? PackedScene::GEN_EDIT_STATE_DISABLED : PackedScene::GEN_EDIT_STATE_INSTANCE);
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ERR_FAIL_COND_V(!node, nullptr);
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ERR_FAIL_NULL_V(node, nullptr);
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}
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} else if (n.type == TYPE_INSTANTIATED) {
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