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authorsfan5 <sfan5@live.de>2020-02-12 19:49:48 +0100
committersfan5 <sfan5@live.de>2020-02-23 22:24:12 +0100
commit0b8d3f99a5424113178329e56c2ebe4b38fd2b46 (patch)
tree0533bd86aef3bbf1e871ef1558ff9de0109e7f08 /src/script/common
parentc657fb343f120b7462f7ca580852636ad98b8ae0 (diff)
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Move core.get_connected_players() implementation to C++
Keeping the ObjectRefs around in a table isn't ideal and this allows removing the somewhat nonsensical is_player_connected() added in 86ef7147.
Diffstat (limited to 'src/script/common')
-rw-r--r--src/script/common/c_internal.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/script/common/c_internal.h b/src/script/common/c_internal.h
index 69b8a7fdc..d8cf3fe76 100644
--- a/src/script/common/c_internal.h
+++ b/src/script/common/c_internal.h
@@ -103,5 +103,6 @@ int script_exception_wrapper(lua_State *L, lua_CFunction f);
void script_error(lua_State *L, int pcall_result, const char *mod, const char *fxn);
void script_run_callbacks_f(lua_State *L, int nargs,
RunCallbacksMode mode, const char *fxn);
+
void log_deprecated(lua_State *L, const std::string &message,
int stack_depth=1);