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Load CSM environment after the restrictions are known
Safety-guards for CSM callbacks to abort on a bad implementation Only run callbacks when the mods are loaded (and with it: builtin) Duplication checks inside constructors
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parent
720aedb467
commit
23677be951
10 changed files with 64 additions and 55 deletions
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@ -415,7 +415,7 @@ void Client::handleCommand_ChatMessage(NetworkPacket *pkt)
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chatMessage->type = (ChatMessageType) message_type;
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// @TODO send this to CSM using ChatMessage object
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if (moddingEnabled() && m_script->on_receiving_message(
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if (modsLoaded() && m_script->on_receiving_message(
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wide_to_utf8(chatMessage->message))) {
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// Message was consumed by CSM and should not be handled by client
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delete chatMessage;
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@ -532,9 +532,8 @@ void Client::handleCommand_HP(NetworkPacket* pkt)
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player->hp = hp;
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if (moddingEnabled()) {
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if (modsLoaded())
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m_script->on_hp_modification(hp);
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}
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if (hp < oldhp) {
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// Add to ClientEvent queue
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