save.Write(master.GetWorldConf());
}
res.Load(master.GetEnv().loader, "default");
+ if (res.models.size() < 1) {
+ throw std::runtime_error("need at least one model to run");
+ }
+ res.models[0].Instantiate(player.GetEntity().GetModel());
sounds.Load(master.GetEnv().loader, res.snd_index);
interface.SetInventorySlots(res.block_types.size() - 1);
chunk_renderer.LoadTextures(master.GetEnv().loader, res.tex_index);
}
void InteractiveState::Render(Viewport &viewport) {
- viewport.WorldPosition(player.GetEntity().Transform(player.GetEntity().ChunkCoords()));
+ viewport.WorldPosition(
+ player.GetEntity().Transform(player.GetEntity().ChunkCoords())
+ * player.GetEntity().GetModel().EyesTransform());
if (master.GetConfig().video.world) {
chunk_renderer.Render(viewport);
world.Render(viewport);
state.reset(new InteractiveState(*this, player_id));
pack.ReadPlayerState(state->GetPlayer().GetEntity().GetState());
+ glm::vec3 orient(glm::eulerAngles(state->GetPlayer().GetEntity().Orientation()));
+ state->GetPlayerController().TurnHead(orient.x, orient.y);
env.state.PopAfter(this);
env.state.Push(state.get());