text: #ifndef GODOT_CPP_VISUALSCRIPTFUNCTIONSTATE_HPP
  #define GODOT_CPP_VISUALSCRIPTFUNCTIONSTATE_HPP
  
  
  #include <gdnative_api_struct.gen.h>
  #include <stdint.h>
  
  #include <core/CoreTypes.hpp>
  #include <core/Ref.hpp>
  
  #include "Reference.hpp"
  namespace godot {
  
  class Object;
  
  class VisualScriptFunctionState : public Reference {
  	struct ___method_bindings {
  		godot_method_bind *mb__signal_callback;
  		godot_method_bind *mb_connect_to_signal;
  		godot_method_bind *mb_is_valid;
  		godot_method_bind *mb_resume;
  	};
  	static ___method_bindings ___mb;
  
  public:
  	static void ___init_method_bindings();
  
  	static inline const char *___get_class_name() { return (const char *) "VisualScriptFunctionState"; }
  	static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (o) ? (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o) : nullptr; }
  
  	// enums
  
  	// constants
  
  
  	static VisualScriptFunctionState *_new();
  
  	// methods
  	Variant _signal_callback(const Array& __var_args = Array());
  	void connect_to_signal(const Object *obj, const String signals, const Array args);
  	bool is_valid() const;
  	Variant resume(const Array args = Array());
  	template <class... Args> Variant _signal_callback(Args... args){
  		return _signal_callback(Array::make(args...));
  	}
  
  };
  
  }
  
  #endif