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script: Put getGuiEngine() inside a client-only #ifdef
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@ -136,8 +136,10 @@ protected:
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Environment* getEnv() { return m_environment; }
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void setEnv(Environment* env) { m_environment = env; }
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#ifndef SERVER
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GUIEngine* getGuiEngine() { return m_guiengine; }
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void setGuiEngine(GUIEngine* guiengine) { m_guiengine = guiengine; }
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#endif
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void objectrefGetOrCreate(lua_State *L, ServerActiveObject *cobj);
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@ -158,6 +160,8 @@ private:
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IGameDef *m_gamedef = nullptr;
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Environment *m_environment = nullptr;
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#ifndef SERVER
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GUIEngine *m_guiengine = nullptr;
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#endif
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ScriptingType m_type;
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};
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@ -62,10 +62,12 @@ Environment *ModApiBase::getEnv(lua_State *L)
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return getScriptApiBase(L)->getEnv();
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}
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#ifndef SERVER
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GUIEngine *ModApiBase::getGuiEngine(lua_State *L)
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{
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return getScriptApiBase(L)->getGuiEngine();
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}
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#endif
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std::string ModApiBase::getCurrentModPath(lua_State *L)
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{
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@ -32,12 +32,12 @@ extern "C" {
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#ifndef SERVER
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class Client;
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class GUIEngine;
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#endif
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class ScriptApiBase;
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class Server;
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class Environment;
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class GUIEngine;
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class ModApiBase : protected LuaHelper {
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@ -46,12 +46,13 @@ public:
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static Server* getServer(lua_State *L);
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#ifndef SERVER
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static Client* getClient(lua_State *L);
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static GUIEngine* getGuiEngine(lua_State *L);
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#endif // !SERVER
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static IGameDef* getGameDef(lua_State *L);
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static Environment* getEnv(lua_State *L);
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static GUIEngine* getGuiEngine(lua_State *L);
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// When we are not loading the mod, this function returns "."
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static std::string getCurrentModPath(lua_State *L);
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