#include "connection.h"
#include "environment.h"
-#include "irrlichttypes.h"
+#include "irrlichttypes_bloated.h"
#include <string>
#include "porting.h"
#include "map.h"
std::set<std::string> getPlayerEffectivePrivs(const std::string &name);
bool checkPriv(const std::string &name, const std::string &priv);
void reportPrivsModified(const std::string &name=""); // ""=all
+ void reportInventoryFormspecModified(const std::string &name);
// Saves g_settings to configpath given at initialization
void saveConfig();
IWritableCraftDefManager* getWritableCraftDefManager();
const ModSpec* getModSpec(const std::string &modname);
+ void getModNames(core::list<std::string> &modlist);
std::string getBuiltinLuaPath();
std::string getWorldPath(){ return m_path_world; }
void SendPlayerHP(u16 peer_id);
void SendMovePlayer(u16 peer_id);
void SendPlayerPrivileges(u16 peer_id);
+ void SendPlayerInventoryFormspec(u16 peer_id);
/*
Send a node removal/addition event to all clients except ignore_id.
Additionally, if far_players!=NULL, players further away than