From eb88e5dd4b181a90b382c036cf6c4f42e63e8cc2 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Lo=C3=AFc=20Blot?= Date: Thu, 16 Mar 2017 07:53:39 +0100 Subject: Add ModStorageAPI to client side modding (#5396) mod storage is located into user_path / client / mod_storage --- src/script/lua_api/l_storage.cpp | 11 +++++------ 1 file changed, 5 insertions(+), 6 deletions(-) (limited to 'src/script/lua_api') diff --git a/src/script/lua_api/l_storage.cpp b/src/script/lua_api/l_storage.cpp index 42928255f..867ab9c8d 100644 --- a/src/script/lua_api/l_storage.cpp +++ b/src/script/lua_api/l_storage.cpp @@ -33,10 +33,9 @@ int ModApiStorage::l_get_mod_storage(lua_State *L) std::string mod_name = lua_tostring(L, -1); ModMetadata *store = new ModMetadata(mod_name); - // For server side - if (Server *server = getServer(L)) { - store->load(server->getModStoragePath()); - server->registerModStorage(store); + if (IGameDef *gamedef = getGameDef(L)) { + store->load(gamedef->getModStoragePath()); + gamedef->registerModStorage(store); } else { assert(false); // this should not happen } @@ -70,8 +69,8 @@ int StorageRef::gc_object(lua_State *L) { StorageRef *o = *(StorageRef **)(lua_touserdata(L, 1)); // Server side - if (Server *server = getServer(L)) - server->unregisterModStorage(getobject(o)->getModName()); + if (IGameDef *gamedef = getGameDef(L)) + gamedef->unregisterModStorage(getobject(o)->getModName()); delete o; return 0; } -- cgit v1.2.3