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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
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37 changed files with 488 additions and 64 deletions
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@ -19,10 +19,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "test.h"
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#include "log.h"
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#include "nodedef.h"
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#include "itemdef.h"
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#include "gamedef.h"
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#include "mods.h"
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content_t t_CONTENT_STONE;
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content_t t_CONTENT_GRASS;
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@ -59,6 +59,13 @@ public:
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void defineSomeNodes();
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virtual const std::vector<ModSpec> &getMods() const
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{
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static std::vector<ModSpec> testmodspec;
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return testmodspec;
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}
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virtual const ModSpec* getModSpec(const std::string &modname) const { return NULL; }
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private:
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IItemDefManager *m_itemdef;
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INodeDefManager *m_nodedef;
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