class ServerActiveObject;
typedef struct lua_State lua_State;
struct LuaEntityProperties;
+struct PointedThing;
//class IGameDef;
+class ServerRemotePlayer;
void scriptapi_export(lua_State *L, Server *server);
+bool scriptapi_loadmod(lua_State *L, const std::string &scriptpath,
+ const std::string &modname);
void scriptapi_add_environment(lua_State *L, ServerEnvironment *env);
void scriptapi_add_object_reference(lua_State *L, ServerActiveObject *cobj);
/* misc */
void scriptapi_on_newplayer(lua_State *L, ServerActiveObject *player);
+void scriptapi_on_dieplayer(lua_State *L, ServerActiveObject *player);
bool scriptapi_on_respawnplayer(lua_State *L, ServerActiveObject *player);
+void scriptapi_get_creative_inventory(lua_State *L, ServerRemotePlayer *player);
+
+/* craftitem */
+void scriptapi_add_craftitem(lua_State *L, const char *name);
+bool scriptapi_craftitem_on_drop(lua_State *L, const char *name,
+ ServerActiveObject *dropper, v3f pos,
+ bool &callback_exists);
+bool scriptapi_craftitem_on_place_on_ground(lua_State *L, const char *name,
+ ServerActiveObject *placer, v3f pos,
+ bool &callback_exists);
+bool scriptapi_craftitem_on_use(lua_State *L, const char *name,
+ ServerActiveObject *user, const PointedThing& pointed,
+ bool &callback_exists);
/* luaentity */
// Returns true if succesfully added into Lua; false otherwise.
LuaEntityProperties *prop);
void scriptapi_luaentity_step(lua_State *L, u16 id, float dtime);
void scriptapi_luaentity_punch(lua_State *L, u16 id,
- ServerActiveObject *puncher);
+ ServerActiveObject *puncher, float time_from_last_punch);
void scriptapi_luaentity_rightclick(lua_State *L, u16 id,
ServerActiveObject *clicker);