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Refactor some Lua API functions in preparation for async env

This commit is contained in:
sfan5 2022-04-09 14:47:59 +02:00
parent e6385e2ab7
commit 56a558baf8
8 changed files with 37 additions and 45 deletions

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@ -59,7 +59,7 @@ class InventoryList;
struct NodeBox;
struct ContentFeatures;
struct TileDef;
class Server;
class IGameDef;
struct DigParams;
struct HitParams;
struct EnumString;
@ -126,7 +126,7 @@ void push_inventory_lists (lua_State *L,
const Inventory &inv);
void read_inventory_list (lua_State *L, int tableindex,
Inventory *inv, const char *name,
Server *srv, int forcesize=-1);
IGameDef *gdef, int forcesize=-1);
MapNode readnode (lua_State *L, int index,
const NodeDefManager *ndef);
@ -166,7 +166,7 @@ void push_items (lua_State *L,
std::vector<ItemStack> read_items (lua_State *L,
int index,
Server* srv);
IGameDef* gdef);
void push_soundspec (lua_State *L,
const SimpleSoundSpec &spec);