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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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@ -433,7 +433,8 @@ public:
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ClientEnvironment& getEnv() { return m_env; }
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ITextureSource *tsrc() { return getTextureSource(); }
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ISoundManager *sound() { return getSoundManager(); }
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static const std::string getBuiltinLuaPath();
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static const std::string &getBuiltinLuaPath();
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static const std::string &getClientModsLuaPath();
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virtual const std::vector<ModSpec> &getMods() const;
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virtual const ModSpec* getModSpec(const std::string &modname) const;
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