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Allow getting the path of builtin.lua using minetest.get_modpath("__builtin")
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@ -3928,8 +3928,13 @@ static int l_get_current_modname(lua_State *L)
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// get_modpath(modname)
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static int l_get_modpath(lua_State *L)
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{
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const char *modname = luaL_checkstring(L, 1);
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std::string modname = luaL_checkstring(L, 1);
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// Do it
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if(modname == "__builtin"){
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std::string path = get_server(L)->getBuiltinLuaPath();
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lua_pushstring(L, path.c_str());
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return 1;
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}
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const ModSpec *mod = get_server(L)->getModSpec(modname);
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if(!mod){
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lua_pushnil(L);
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@ -964,8 +964,7 @@ Server::Server(
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}
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// Path to builtin.lua
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std::string builtinpath = porting::path_share + DIR_DELIM + "builtin"
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+ DIR_DELIM + "builtin.lua";
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std::string builtinpath = getBuiltinLuaPath() + DIR_DELIM + "builtin.lua";
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// Create world if it doesn't exist
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if(!initializeWorld(m_path_world, m_gamespec.id))
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@ -4410,6 +4409,10 @@ const ModSpec* Server::getModSpec(const std::string &modname)
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}
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return NULL;
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}
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std::string Server::getBuiltinLuaPath()
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{
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return porting::path_share + DIR_DELIM + "builtin";
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}
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v3f findSpawnPos(ServerMap &map)
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{
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@ -553,6 +553,7 @@ public:
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IWritableCraftDefManager* getWritableCraftDefManager();
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const ModSpec* getModSpec(const std::string &modname);
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std::string getBuiltinLuaPath();
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std::string getWorldPath(){ return m_path_world; }
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