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* client side mods are located in clientmods/ * move builtin/preview.lua to clientmods/preview/init.lua as a preview mod * refactor ModConfiguration class to work properly with client and server using child objects * move some Server constructor mod load code to ModConfiguration to reduce code duplication between client and server * remove mods.{cpp,h} unused functions * use UNORDERED_SET instead of std::set in some modspec storages
23 lines
774 B
Lua
23 lines
774 B
Lua
-- Minetest: builtin/client/init.lua
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local scriptpath = core.get_builtin_path()..DIR_DELIM
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local clientpath = scriptpath.."client"..DIR_DELIM
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local commonpath = scriptpath.."common"..DIR_DELIM
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dofile(clientpath .. "register.lua")
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dofile(commonpath .. "after.lua")
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dofile(commonpath .. "chatcommands.lua")
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dofile(clientpath .. "chatcommands.lua")
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core.register_on_death(function()
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core.display_chat_message("You died.")
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local formspec = "size[11,5.5]bgcolor[#320000b4;true]" ..
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"label[4.85,1.35;" .. fgettext("You died.") .. "]button_exit[4,3;3,0.5;btn_respawn;".. fgettext("Respawn") .."]"
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core.show_formspec("bultin:death", formspec)
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end)
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core.register_on_formspec_input(function(formname, fields)
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if formname == "bultin:death" then
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core.send_respawn()
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end
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end)
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