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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

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