### Godot version

Beta 17, master

### System information

Windows 11

### Issue description

Godot gets a hard crash while attempting to code-complete for member `const` of a class.

### Steps to reproduce

```GDScript
enum E { V1 }

const e := E
```

And then type a `.` after the last `E`, which triggers code hints/auto-completion for subscripts based on `E` and causes a hard crash.

Does not happen for `var e := E.V1`.

### Minimal reproduction project

See above.
}
			result = p_match_pattern->get_datatype();
			break;
		case GDScriptParser::PatternNode::PT_DICTIONARY:
			for (int i = 0; i < p_match_pattern->dictionary.size(); i++) {
				if (p_match_pattern->dictionary[i].key) {
					reduce_expression(p_match_pattern->dictionary[i].key);
					if (!p_match_pattern->dictionary[i].key->is_constant) {
						push_error(R"(Expression in dictionary pattern key must be a constant.)", p_match_pattern->dictionary[i].key);
					}
				}
				if (p_match_pattern->dictionary[i].value_pattern) {
					resolve_match_pattern(p_match_pattern->dictionary[i].value_pattern, nullptr);
					decide_suite_type(p_match_pattern, p_match_pattern->dictionary[i].value_pattern);
				}
			}
			result = p_match_pattern->get_datatype();
			break;
		case GDScriptParser::PatternNode::PT_WILDCARD:
		case GDScriptParser::PatternNode::PT_REST:
			result.kind = GDScriptParser::DataType::VARIANT;
			break;
	}
	p_match_pattern->set_datatype(result);
}
void GDScriptAnalyzer::resolve_return(GDScriptParser::ReturnNode *p_return) {
	GDScriptParser::DataType result;
	GDScriptParser::DataType expected_type;
	bool has_expected_type = parser->current_function != nullptr;
	if (has_expected_type) {