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[CSM] Client side modding

* rename GameScripting to ServerScripting
* Make getBuiltinLuaPath static serverside
* Add on_shutdown callback
* Add on_receiving_chat_message & on_sending_chat_message callbacks
* ScriptApiBase: use IGameDef instead of Server
  This permits to share common attribute between client & server
* Enable mod security in client side modding without conditions
This commit is contained in:
Loic Blot 2017-01-21 15:02:08 +01:00 committed by Loïc Blot
parent c9492b4d37
commit 2efae3ffd7
37 changed files with 488 additions and 64 deletions

View file

@ -39,6 +39,7 @@ namespace irr { namespace scene {
class ISceneManager;
}}
struct ModSpec;
/*
An interface for fetching game-global definitions like tool and
mapnode properties
@ -68,7 +69,11 @@ public:
ICraftDefManager *cdef() { return getCraftDefManager(); }
MtEventManager *event() { return getEventManager(); }
IRollbackManager *rollback() { return getRollbackManager();}
IRollbackManager *rollback() { return getRollbackManager(); }
virtual const std::vector<ModSpec> &getMods() const = 0;
virtual const ModSpec* getModSpec(const std::string &modname) const = 0;
virtual std::string getWorldPath() const { return ""; }
};
#endif