InteractiveState::InteractiveState(MasterState &master, uint32_t player_id)
: master(master)
, res()
+, sounds()
, save(master.GetEnv().config.GetWorldPath(master.GetWorldConf().name, master.GetConfig().net.host))
, world(res.block_types, master.GetWorldConf())
, player(*world.AddPlayer(master.GetConfig().player.name))
, hud(master.GetEnv(), master.GetConfig(), player)
-, manip(master.GetEnv(), player.GetEntity())
+, manip(master.GetEnv().audio, sounds, player.GetEntity())
, input(world, player, master.GetClient())
, interface(master.GetConfig(), master.GetEnv().keymap, input, *this)
, chunk_receiver(world.Chunks(), save)
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);
chunk_renderer.FogDensity(master.GetWorldConf().fog_density);