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Refactor some Lua API functions in preparation for async env
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@@ -292,11 +292,10 @@ public:
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virtual const std::vector<ModSpec> &getMods() const;
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virtual const ModSpec* getModSpec(const std::string &modname) const;
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void getModNames(std::vector<std::string> &modlist);
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std::string getBuiltinLuaPath();
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virtual std::string getWorldPath() const { return m_path_world; }
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inline bool isSingleplayer()
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inline bool isSingleplayer() const
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{ return m_simple_singleplayer_mode; }
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inline void setAsyncFatalError(const std::string &error)
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