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This removes a ton of implementation overlap between the two command systems. For example, we had two different implementations of unlocking aetherytes which is just unnecessary. On the flipside, this makes implementing new GM commands just as easy as writing debug ones. I moved the existing debug Lua implementations into their GM counterparts and updated the USAGE accordingly.
32 lines
648 B
Rust
32 lines
648 B
Rust
mod zone;
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pub use zone::Zone;
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mod chat_handler;
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pub use chat_handler::ChatHandler;
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mod connection;
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pub use connection::{ExtraLuaState, PlayerData, ZoneConnection};
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mod database;
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pub use database::{CharacterData, WorldDatabase};
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mod lua;
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pub use lua::{EffectsBuilder, LuaPlayer, LuaZone, load_init_script};
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mod event;
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pub use event::Event;
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mod actor;
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pub use actor::Actor;
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mod status_effects;
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pub use status_effects::StatusEffects;
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mod server;
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pub use server::server_main_loop;
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mod custom_ipc_handler;
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pub use custom_ipc_handler::handle_custom_ipc;
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mod common;
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pub use common::{ClientHandle, ClientId, FromServer, ServerHandle, ToServer};
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