You can call the _init parameters something else. Shadowed means they have the same name.
Yeah you’re absolutely correct and its something i had a hard time with when starting GDScript because in C++ you can instantly cast directly to the variable on creation.
so i started doing
func _init(_N=6, _iL=0.9, _oL=1):
N = _N
iL = _iL
oL = _oL
because _ means temporary var in C, C++, C# but in GDScript apparently means ignore
Wakatta | 2021-02-20 23:16
In Godot’s codebase, function parameters are prefixed with p_. You could adopt the same convention here in case of conflicts
Calinou | 2021-02-20 23:31
All comments are good, but I think that p_ is the best option for GDScript. Thanks!