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authorLoic Blot <loic.blot@unix-experience.fr>2017-01-21 15:02:08 +0100
committerLoïc Blot <nerzhul@users.noreply.github.com>2017-03-13 23:56:05 +0100
commit2efae3ffd720095222c800e016286a45c9fe1e5c (patch)
tree3a8b19daa071cf742fee52d70a0e0adf94d56c0c /src/content_sao.cpp
parentc9492b4d37c11f35cfdc1558f771eef87fc5c972 (diff)
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[CSM] Client side modding
* rename GameScripting to ServerScripting * Make getBuiltinLuaPath static serverside * Add on_shutdown callback * Add on_receiving_chat_message & on_sending_chat_message callbacks * ScriptApiBase: use IGameDef instead of Server This permits to share common attribute between client & server * Enable mod security in client side modding without conditions
Diffstat (limited to 'src/content_sao.cpp')
-rw-r--r--src/content_sao.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/content_sao.cpp b/src/content_sao.cpp
index d4a218505..93662b035 100644
--- a/src/content_sao.cpp
+++ b/src/content_sao.cpp
@@ -26,7 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "nodedef.h"
#include "remoteplayer.h"
#include "server.h"
-#include "scripting_game.h"
+#include "serverscripting.h"
#include "genericobject.h"
std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;