@@ -2449,20 +2449,19 @@ arguments when you emit signals; it's up to you to emit the correct values.
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24502450.. image :: img/gdscript_basics_signals_node_tab_1.png
24512451
2452- GDScript can bind an array of values to connections between a signal
2453- and a method. When the signal is emitted, the callback method receives
2454- the bound values. These bound arguments are unique to each connection,
2455- and the values will stay the same .
2452+ You can also create copies of GDScript Callable objects which accept additional
2453+ arguments using :ref: ` Callable.bind() < class_Callable_method_bind >`. This
2454+ allows you to add extra information to the connection if the emitted signal
2455+ itself doesn't give you access to all the data that you need .
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2457- You can use this array of values to add extra constant information to the
2458- connection if the emitted signal itself doesn't give you access to all the data
2459- that you need.
2457+ When the signal is emitted, the callback method receives the bound values, in
2458+ addition to those provided by the signal.
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24612460Building on the example above, let's say we want to display a log of the damage
24622461taken by each character on the screen, like ``Player1 took 22 damage. ``. The
24632462``health_changed `` signal doesn't give us the name of the character that took
24642463damage. So when we connect the signal to the in-game console, we can add the
2465- character's name in the binds array argument ::
2464+ character's name using the bind method ::
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24672466 # game.gd
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@@ -2472,7 +2471,7 @@ character's name in the binds array argument::
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24732472 character_node.health_changed.connect(battle_log_node._on_Character_health_changed.bind(character_node.name))
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2475- Our ``BattleLog `` node receives each element in the binds array as an extra argument::
2474+ Our ``BattleLog `` node receives each bound element as an extra argument::
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24772476 # battle_log.gd
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