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Refactor some Lua API functions in preparation for async env
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@@ -632,8 +632,8 @@ int ModApiItemMod::l_get_content_id(lua_State *L)
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NO_MAP_LOCK_REQUIRED;
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std::string name = luaL_checkstring(L, 1);
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const IItemDefManager *idef = getGameDef(L)->getItemDefManager();
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const NodeDefManager *ndef = getGameDef(L)->getNodeDefManager();
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const IItemDefManager *idef = getGameDef(L)->idef();
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const NodeDefManager *ndef = getGameDef(L)->ndef();
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// If this is called at mod load time, NodeDefManager isn't aware of
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// aliases yet, so we need to handle them manually
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@@ -658,7 +658,7 @@ int ModApiItemMod::l_get_name_from_content_id(lua_State *L)
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NO_MAP_LOCK_REQUIRED;
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content_t c = luaL_checkint(L, 1);
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const NodeDefManager *ndef = getGameDef(L)->getNodeDefManager();
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const NodeDefManager *ndef = getGameDef(L)->ndef();
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const char *name = ndef->get(c).name.c_str();
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lua_pushstring(L, name);
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