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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/gamedef.h
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/gamedef.h')
-rw-r--r--src/gamedef.h7
1 files changed, 6 insertions, 1 deletions
diff --git a/src/gamedef.h b/src/gamedef.h
index cb624bd6a..16b53e24f 100644
--- a/src/gamedef.h
+++ b/src/gamedef.h
@@ -39,6 +39,7 @@ namespace irr { namespace scene {
class ISceneManager;
}}
+struct ModSpec;
/*
An interface for fetching game-global definitions like tool and
mapnode properties
@@ -68,7 +69,11 @@ public:
ICraftDefManager *cdef() { return getCraftDefManager(); }
MtEventManager *event() { return getEventManager(); }
- IRollbackManager *rollback() { return getRollbackManager();}
+ IRollbackManager *rollback() { return getRollbackManager(); }
+
+ virtual const std::vector<ModSpec> &getMods() const = 0;
+ virtual const ModSpec* getModSpec(const std::string &modname) const = 0;
+ virtual std::string getWorldPath() const { return ""; }
};
#endif