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[CSM] implement client side mod loading (#5123)

* client side mods are located in clientmods/
* move builtin/preview.lua to clientmods/preview/init.lua as a preview mod
* refactor ModConfiguration class to work properly with client and server using child objects
* move some Server constructor mod load code to ModConfiguration to reduce code duplication between client and server
* remove mods.{cpp,h} unused functions
* use UNORDERED_SET instead of std::set in some modspec storages
This commit is contained in:
Loïc Blot 2017-01-27 07:41:10 +01:00
parent c42c53fccf
commit 92b45b2a18
9 changed files with 196 additions and 150 deletions

View file

@ -5,24 +5,24 @@ core.register_on_sending_chat_messages(function(message)
if not (message:sub(1,1) == "/") then
return false
end
core.display_chat_message("issued command: " .. message)
local cmd, param = string.match(message, "^/([^ ]+) *(.*)")
if not param then
param = ""
end
local cmd_def = core.registered_chatcommands[cmd]
if cmd_def then
core.set_last_run_mod(cmd_def.mod_origin)
local success, message = cmd_def.func(param)
local _, message = cmd_def.func(param)
if message then
core.display_chat_message(message)
end
return true
end
return false
end)
end)