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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

@ -28,7 +28,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "profiler.h"
#include "raycast.h"
#include "remoteplayer.h"
#include "scripting_game.h"
#include "serverscripting.h"
#include "server.h"
#include "voxelalgorithms.h"
#include "util/serialize.h"
@ -352,7 +352,7 @@ void ActiveBlockList::update(std::vector<v3s16> &active_positions,
*/
ServerEnvironment::ServerEnvironment(ServerMap *map,
GameScripting *scriptIface, Server *server,
ServerScripting *scriptIface, Server *server,
const std::string &path_world) :
m_map(map),
m_script(scriptIface),