#include "irrlichttypes_bloated.h"
#include "util/string.h"
-class MapNode;
+struct MapNode;
class INodeDefManager;
-class PointedThing;
-class ItemStack;
-class ItemDefinition;
-class ToolCapabilities;
-class ObjectProperties;
-class SimpleSoundSpec;
-class ServerSoundParams;
+struct PointedThing;
+struct ItemStack;
+struct ItemDefinition;
+struct ToolCapabilities;
+struct ObjectProperties;
+struct SimpleSoundSpec;
+struct ServerSoundParams;
class Inventory;
-class NodeBox;
-class ContentFeatures;
-class TileDef;
+struct NodeBox;
+struct ContentFeatures;
+struct TileDef;
class Server;
struct DigParams;
struct HitParams;
struct EnumString;
struct NoiseParams;
+class DecoSchematic;
ContentFeatures read_content_features (lua_State *L, int index);
int index,
ObjectProperties *prop);
-//TODO fix parameter oreder!
-void push_inventory_list (Inventory *inv,
- const char *name,
- lua_State *L);
-void read_inventory_list (Inventory *inv,
- const char *name,
- lua_State *L,
+void push_inventory_list (lua_State *L,
+ Inventory *inv,
+ const char *name);
+void read_inventory_list (lua_State *L,
int tableindex,
+ Inventory *inv,
+ const char *name,
Server* srv,
int forcesize=-1);
NoiseParams* read_noiseparams (lua_State *L, int index);
+bool read_schematic (lua_State *L, int index,
+ DecoSchematic *dschem,
+ Server *server);
+
void luaentity_get (lua_State *L,u16 id);
extern struct EnumString es_TileAnimationType[];