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authorLoic Blot <loic.blot@unix-experience.fr>2017-01-21 15:02:08 +0100
committerLoïc Blot <nerzhul@users.noreply.github.com>2017-03-13 23:56:05 +0100
commit2efae3ffd720095222c800e016286a45c9fe1e5c (patch)
tree3a8b19daa071cf742fee52d70a0e0adf94d56c0c /src/unittest/test.cpp
parentc9492b4d37c11f35cfdc1558f771eef87fc5c972 (diff)
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[CSM] Client side modding
* rename GameScripting to ServerScripting * Make getBuiltinLuaPath static serverside * Add on_shutdown callback * Add on_receiving_chat_message & on_sending_chat_message callbacks * ScriptApiBase: use IGameDef instead of Server This permits to share common attribute between client & server * Enable mod security in client side modding without conditions
Diffstat (limited to 'src/unittest/test.cpp')
-rw-r--r--src/unittest/test.cpp9
1 files changed, 8 insertions, 1 deletions
diff --git a/src/unittest/test.cpp b/src/unittest/test.cpp
index 41ccf0d2d..9beb0afa6 100644
--- a/src/unittest/test.cpp
+++ b/src/unittest/test.cpp
@@ -19,10 +19,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "test.h"
-#include "log.h"
#include "nodedef.h"
#include "itemdef.h"
#include "gamedef.h"
+#include "mods.h"
content_t t_CONTENT_STONE;
content_t t_CONTENT_GRASS;
@@ -59,6 +59,13 @@ public:
void defineSomeNodes();
+ virtual const std::vector<ModSpec> &getMods() const
+ {
+ static std::vector<ModSpec> testmodspec;
+ return testmodspec;
+ }
+ virtual const ModSpec* getModSpec(const std::string &modname) const { return NULL; }
+
private:
IItemDefManager *m_itemdef;
INodeDefManager *m_nodedef;