#include "nodedef.h"
#include "remoteplayer.h"
#include "server.h"
-#include "serverscripting.h"
+#include "scripting_server.h"
#include "genericobject.h"
std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
// No prototype, PlayerSAO does not need to be deserialized
-PlayerSAO::PlayerSAO(ServerEnvironment *env_, u16 peer_id_, bool is_singleplayer):
+PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id_,
+ bool is_singleplayer):
UnitSAO(env_, v3f(0,0,0)),
- m_player(NULL),
+ m_player(player_),
m_peer_id(peer_id_),
m_inventory(NULL),
m_damage(0),
delete m_inventory;
}
-void PlayerSAO::initialize(RemotePlayer *player, const std::set<std::string> &privs)
+void PlayerSAO::finalize(RemotePlayer *player, const std::set<std::string> &privs)
{
assert(player);
m_player = player;