}
TextureIndex tex_index;
master.GetEnv().loader.LoadShapes("default", shapes);
- master.GetEnv().loader.LoadBlockTypes("default", block_types, tex_index);
+ master.GetEnv().loader.LoadBlockTypes("default", block_types, tex_index, shapes);
+ skeletons.Load(shapes, tex_index);
interface.SetInventorySlots(block_types.size() - 1);
chunk_renderer.LoadTextures(master.GetEnv().loader, tex_index);
chunk_renderer.FogDensity(master.GetWorldConf().fog_density);
- skeletons.Load();
loop_timer.Start();
if (save.Exists(player)) {
save.Read(player);