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Load client mods into memory before execution.
Preperation for server-sent CSM which will eventually need this.
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4 changed files with 46 additions and 24 deletions
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@ -576,8 +576,6 @@ private:
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// Storage for mesh data for creating multiple instances of the same mesh
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StringMap m_mesh_data;
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StringMap m_mod_files;
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// own state
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LocalClientState m_state;
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@ -588,11 +586,13 @@ private:
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IntervalLimiter m_localdb_save_interval;
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u16 m_cache_save_interval;
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// Client modding
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ClientScripting *m_script = nullptr;
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bool m_modding_enabled;
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std::unordered_map<std::string, ModMetadata *> m_mod_storages;
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float m_mod_storage_save_timer = 10.0f;
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std::vector<ModSpec> m_mods;
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StringMap m_mod_vfs;
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bool m_shutdown = false;
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