Topic: MOD Enhancement Proposal
Hello.
I want to create massive mods (like ddrace) not touching any teeworlds files. Right now afaics there is no way to do it. I actually did not go deep into the sources, but I have a proposal. `mod.py` in `gamemodes` directory is executed and let's is has this code:
register_mod("DDrace",
CPlayer=("DDRacePlayer", "ddrace/player.h"),
CGameContext=("DDRaceContext", "ddrace/context.h"),
code=["ddrace/player.cpp", "ddrace/context.cpp"]
)Then everywhere in the server sources CPlayer is replced by "DDRacePlayer" and so on (I mean #define CPlayerClass DDRacePlayer). I'm sure it will make mod development a lot easier, but I'm not sure if it is possible at all and if teeworlds developers care that much about mod developers.
Thank you.

. Currently if you start modding you would find a "mod.h" and "mod.cpp" and at first you might think you could put your stuff in there... (and you can put already a lot into that 2 files). But in my opinion it does not make sense to put everything there. For example init the tiles twice (collision.cpp: CCollision::Init) or if you would create some "/info" or "/help" it's way easier to hack the TW files (gamecontex.cpp: CGameContext::OnMessage).