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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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@@ -28,7 +28,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "profiler.h"
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#include "raycast.h"
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#include "remoteplayer.h"
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#include "scripting_game.h"
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#include "serverscripting.h"
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#include "server.h"
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#include "voxelalgorithms.h"
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#include "util/serialize.h"
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@@ -352,7 +352,7 @@ void ActiveBlockList::update(std::vector<v3s16> &active_positions,
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*/
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ServerEnvironment::ServerEnvironment(ServerMap *map,
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GameScripting *scriptIface, Server *server,
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ServerScripting *scriptIface, Server *server,
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const std::string &path_world) :
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m_map(map),
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m_script(scriptIface),
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