namespace Json { class Value; }
struct MapNode;
-class INodeDefManager;
+class NodeDefManager;
struct PointedThing;
struct ItemStack;
struct ItemDefinition;
struct EnumString;
struct NoiseParams;
class Schematic;
+class ServerActiveObject;
+struct collisionMoveResult;
+extern struct EnumString es_TileAnimationType[];
-ContentFeatures read_content_features (lua_State *L, int index);
+void read_content_features (lua_State *L, ContentFeatures &f,
+ int index);
void push_content_features (lua_State *L,
const ContentFeatures &c);
ItemStack read_item (lua_State *L, int index, IItemDefManager *idef);
struct TileAnimationParams read_animation_definition(lua_State *L, int index);
+void push_animation_definition(lua_State *L, struct TileAnimationParams anim);
ToolCapabilities read_tool_capabilities (lua_State *L, int table);
void push_tool_capabilities (lua_State *L,
const ItemDefinition &i);
void read_object_properties (lua_State *L, int index,
+ ServerActiveObject *sao,
ObjectProperties *prop,
IItemDefManager *idef);
void push_object_properties (lua_State *L,
ObjectProperties *prop);
+void push_inventory (lua_State *L,
+ Inventory *inventory);
+
void push_inventory_list (lua_State *L,
Inventory *inv,
const char *name);
Server *srv, int forcesize=-1);
MapNode readnode (lua_State *L, int index,
- INodeDefManager *ndef);
+ const NodeDefManager *ndef);
void pushnode (lua_State *L, const MapNode &n,
- INodeDefManager *ndef);
+ const NodeDefManager *ndef);
void read_groups (lua_State *L, int index,
void read_json_value (lua_State *L, Json::Value &root,
int index, u8 recursion = 0);
-void push_pointed_thing (lua_State *L, const PointedThing &pointed, bool csm = false);
+/*!
+ * Pushes a Lua `pointed_thing` to the given Lua stack.
+ * \param csm If true, a client side pointed thing is pushed
+ * \param hitpoint If true, the exact pointing location is also pushed
+ */
+void push_pointed_thing(lua_State *L, const PointedThing &pointed, bool csm =
+ false, bool hitpoint = false);
void push_objectRef (lua_State *L, const u16 id);
HudElementStat read_hud_change (lua_State *L, HudElement *elem, void **value);
-extern struct EnumString es_TileAnimationType[];
+void push_collision_move_result(lua_State *L, const collisionMoveResult &res);
+
+void push_physics_override (lua_State *L, float speed, float jump, float gravity, bool sneak, bool sneak_glitch, bool new_move);