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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
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9 changed files with 196 additions and 150 deletions
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@ -7,7 +7,6 @@ dofile(clientpath .. "register.lua")
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dofile(commonpath .. "after.lua")
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dofile(commonpath .. "chatcommands.lua")
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dofile(clientpath .. "chatcommands.lua")
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dofile(clientpath .. "preview.lua")
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core.register_on_death(function()
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core.display_chat_message("You died.")
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