Figura is a Minecraft mod (client-side with optional server-side backend) that allows players to fully customize their avatar's appearance, animations, sounds, particles, and behavior using Lua scripting. The architecture is a multi-loader (Fabric, Forge, Quilt, NeoForge) client mod with a server-side plugin (Spigot) for avatar storage, permissions, and networking. The client-side core includes a Lua runtime (LuaJ) with a sandboxed API exposing over 30 modules (e.g., models, textures, sounds, events, keybinds, action wheel, networking, math). Avatars are defined by Blockbench models, Lua scripts, textures, and sounds, all packaged into NBT files. The rendering pipeline hooks into Minecraft's vanilla rendering via extensive mixins to replace player models, modify armor, cape, elytra, and nameplates. The server-side backend (Figura Server Bridge) provides avatar upload/download, user data, pings, and permission management via WebSocket or custom Minecraft packets. Key entry points include the `Avatar` class (lifecycle), `FiguraLuaRuntime` (script execution), `AvatarRenderer` (rendering), `PermissionManager` (access control), and `NetworkStuff` (backend communication). External dependencies include LuaJ, Gson, nv-websocket-client, and Minecraft's own libraries.
ReAPI is a C++ Metamod plugin module for AMX Mod X (AMXX) that extends Counter-Strike 1.6 server modding by bridging the ReGameDLL and ReHLDS APIs to Pawn scripting. It provides a comprehensive hook chain system, reflection-based member access to game internals, and message interception capabilities, enabling scripters to modify nearly every aspect of gameplay, from player spawning and weapon handling to round logic and engine events. The module also integrates optional companion mods (Reunion, VTC, Rechecker) for authentication, voice chat, and file consistency checks. The architecture is a classic Metamod plugin with AMXX module entry points, exposing hundreds of native functions (rh_* and rg_* namespaces) and forwards. The codebase demonstrates sophisticated patterns such as template-based hook registries, compile-time member offset tables with type safety, and generic container utilities. However, it is tightly coupled to specific versions of ReHLDS/ReGameDLL and the GoldSrc engine, with hardcoded offsets and manual parameter conversion in many hooks. The project is actively maintained with frequent commits and issue triage, but carries medium technical drift due to an aging toolchain (GCC 4.5.1 runtime, deprecated Windows SDK) and large monolithic source files.