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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
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@@ -26,7 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "nodedef.h"
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#include "remoteplayer.h"
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#include "server.h"
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#include "scripting_game.h"
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#include "serverscripting.h"
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#include "genericobject.h"
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std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
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