CSM restrictions: Make 'LOAD_CLIENT_MODS' disable loading of 'builtin' (#8000)
Previously, when the CSM restriction 'LOAD_CLIENT_MODS' was used a client was still able to add CSM code to 'builtin' to bypass that restriction, because 'builtin' is not yet verified. Until server-sent CSM and verifying of 'builtin' are complete, make 'LOAD_CLIENT_MODS' disable the loading of builtin. Clarify code comments and messages to distinguish between client-side modding and client-side scripting. 'Scripting' includes 'builtin', 'modding' does not.
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@@ -1891,7 +1891,7 @@ void Game::processKeyInput()
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if (client->moddingEnabled())
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openConsole(0.2, L".");
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else
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m_game_ui->showStatusText(wgettext("CSM is disabled"));
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m_game_ui->showStatusText(wgettext("Client side scripting is disabled"));
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} else if (wasKeyDown(KeyType::CONSOLE)) {
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openConsole(core::clamp(g_settings->getFloat("console_height"), 0.1f, 1.0f));
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} else if (wasKeyDown(KeyType::FREEMOVE)) {
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@@ -2554,7 +2554,7 @@ void Game::handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientati
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void Game::handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam)
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{
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// If CSM enabled, deathscreen is handled by CSM code in
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// If client scripting is enabled, deathscreen is handled by CSM code in
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// builtin/client/init.lua
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if (client->moddingEnabled())
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client->getScript()->on_death();
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