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authorGabriel Pérez-Cerezo <gabriel@gpcf.eu>2019-07-16 17:17:18 +0200
committerGabriel Pérez-Cerezo <gabriel@gpcf.eu>2019-07-16 17:17:18 +0200
commit7a6740eb8c8e6902d1379273ba9dc7c4c2c14cdf (patch)
tree91baf60f14c482a98d81def5415ab38cbd19a408 /advtrains/models/advtrains_dtrack_vst2.obj
parent053fd91fe02899deb82e93120a26c44a2535f188 (diff)
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Keep a backup file where stuff is written to when saving
This should prevent yet another train service disaster.
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n class="hl opt">; typedef struct lua_State lua_State; struct LuaEntityProperties; struct ItemStack; struct PointedThing; //class IGameDef; struct ToolCapabilities; void scriptapi_export(lua_State *L, Server *server); bool scriptapi_loadmod(lua_State *L, const std::string &scriptpath, const std::string &modname); void scriptapi_add_environment(lua_State *L, ServerEnvironment *env); void scriptapi_add_object_reference(lua_State *L, ServerActiveObject *cobj); void scriptapi_rm_object_reference(lua_State *L, ServerActiveObject *cobj); // Returns true if script handled message bool scriptapi_on_chat_message(lua_State *L, const std::string &name, const std::string &message); /* environment */ // On environment step void scriptapi_environment_step(lua_State *L, float dtime); // After generating a piece of map void scriptapi_environment_on_generated(lua_State *L, v3s16 minp, v3s16 maxp); /* misc */ void scriptapi_on_newplayer(lua_State *L, ServerActiveObject *player); void scriptapi_on_dieplayer(lua_State *L, ServerActiveObject *player); bool scriptapi_on_respawnplayer(lua_State *L, ServerActiveObject *player); void scriptapi_get_creative_inventory(lua_State *L, ServerRemotePlayer *player); /* item callbacks */ bool scriptapi_item_on_drop(lua_State *L, ItemStack &item, ServerActiveObject *dropper, v3f pos); bool scriptapi_item_on_place(lua_State *L, ItemStack &item, ServerActiveObject *placer, const PointedThing &pointed); bool scriptapi_item_on_use(lua_State *L, ItemStack &item, ServerActiveObject *user, const PointedThing &pointed); /* node callbacks */ bool scriptapi_node_on_punch(lua_State *L, v3s16 p, MapNode node, ServerActiveObject *puncher); bool scriptapi_node_on_dig(lua_State *L, v3s16 p, MapNode node, ServerActiveObject *digger); /* luaentity */ // Returns true if succesfully added into Lua; false otherwise. bool scriptapi_luaentity_add(lua_State *L, u16 id, const char *name); void scriptapi_luaentity_activate(lua_State *L, u16 id, const std::string &staticdata); void scriptapi_luaentity_rm(lua_State *L, u16 id); std::string scriptapi_luaentity_get_staticdata(lua_State *L, u16 id); void scriptapi_luaentity_get_properties(lua_State *L, u16 id, LuaEntityProperties *prop); void scriptapi_luaentity_step(lua_State *L, u16 id, float dtime); void scriptapi_luaentity_punch(lua_State *L, u16 id, ServerActiveObject *puncher, float time_from_last_punch, const ToolCapabilities *toolcap, v3f dir); void scriptapi_luaentity_rightclick(lua_State *L, u16 id, ServerActiveObject *clicker); #endif