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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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@@ -39,6 +39,7 @@ namespace irr { namespace scene {
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class ISceneManager;
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}}
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struct ModSpec;
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/*
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An interface for fetching game-global definitions like tool and
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mapnode properties
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@@ -68,7 +69,11 @@ public:
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ICraftDefManager *cdef() { return getCraftDefManager(); }
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MtEventManager *event() { return getEventManager(); }
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IRollbackManager *rollback() { return getRollbackManager();}
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IRollbackManager *rollback() { return getRollbackManager(); }
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virtual const std::vector<ModSpec> &getMods() const = 0;
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virtual const ModSpec* getModSpec(const std::string &modname) const = 0;
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virtual std::string getWorldPath() const { return ""; }
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};
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#endif
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