+ /*
+ Activate objects and dynamically modify for the dtime determined
+ from timestamp and additional_dtime
+ */
+ void activateBlock(MapBlock *block, u32 additional_dtime=0);
+
+ /*
+ ActiveBlockModifiers
+ -------------------------------------------
+ */
+
+ void addActiveBlockModifier(ActiveBlockModifier *abm);
+
+ /*
+ Other stuff
+ -------------------------------------------
+ */
+
+ // Script-aware node setters
+ bool setNode(v3s16 p, const MapNode &n);
+ bool removeNode(v3s16 p);
+ bool swapNode(v3s16 p, const MapNode &n);
+
+ // Find all active objects inside a radius around a point
+ std::set<u16> getObjectsInsideRadius(v3f pos, float radius);
+
+ // Clear all objects, loading and going through every MapBlock
+ void clearAllObjects();
+
+ // This makes stuff happen
+ void step(f32 dtime);
+
+ //check if there's a line of sight between two positions
+ bool line_of_sight(v3f pos1, v3f pos2, float stepsize=1.0, v3s16 *p=NULL);
+
+ u32 getGameTime() { return m_game_time; }
+
+ void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; }
+ float getMaxLagEstimate() { return m_max_lag_estimate; }
+
+ std::set<v3s16>* getForceloadedBlocks() { return &m_active_blocks.m_forceloaded_list; };
+