*/
#ifdef NDEBUG
- #ifdef _WIN32
+ /*#ifdef _WIN32
#pragma message ("Disabling unit tests")
#else
#warning "Disabling unit tests"
- #endif
+ #endif*/
// Disable unit tests
#define ENABLE_TESTS 0
#else
#include "settings.h"
#include "profiler.h"
#include "log.h"
-#include "mapnode_contentfeatures.h" // For init_contentfeatures
+#include "nodedef.h" // For init_contentfeatures
#include "content_mapnode.h" // For content_mapnode_init
-// This makes textures
-ITextureSource *g_texturesource = NULL;
-
/*
Settings.
These are loaded from the config file.
These are needed for unit tests at least.
*/
- // Initialize content feature table
- init_contentfeatures();
- // Initialize mapnode content without textures (with g_texturesource=NULL)
- content_mapnode_init();
- // Must be called before g_texturesource is created
+ // Must be called before texturesource is created
// (for texture atlas making)
init_mineral();
// Create game callback for menus
g_gamecallback = new MainGameCallback(device);
- // Create texture source
- g_texturesource = new TextureSource(device);
-
/*
Speed tests (done after irrlicht is loaded to get timer)
*/
skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));
skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));
- /*
- Preload some textures and stuff
- */
-
- // Initialize mapnode content with textures (with g_texturesource!=NULL)
- content_mapnode_init();
-
/*
GUI stuff
*/
if(device->run() == false)
break;
- // Initialize mapnode again to enable changed graphics settings
- // Initialize content feature table
- init_contentfeatures();
- // Initialize mapnode content with textures (with g_texturesource!=NULL)
- content_mapnode_init();
-
/*
Run game
*/