// TODO: this clutter is a giant mess
InteractiveState::InteractiveState(MasterState &master, uint32_t player_id)
: master(master)
+, shapes()
, block_types()
, save(master.GetEnv().config.GetWorldPath(master.GetWorldConf().name, master.GetConfig().net.host))
, world(block_types, master.GetWorldConf())
save.Write(master.GetWorldConf());
}
TextureIndex tex_index;
- master.GetEnv().loader.LoadBlockTypes("default", block_types, tex_index);
+ master.GetEnv().loader.LoadShapes("default", shapes);
+ 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);