}
TextureIndex tex_index;
master.GetEnv().loader.LoadBlockTypes("default", block_types, tex_index);
- interface.SetInventorySlots(block_types.Size() - 1);
+ interface.SetInventorySlots(block_types.size() - 1);
chunk_renderer.LoadTextures(master.GetEnv().loader, tex_index);
chunk_renderer.FogDensity(master.GetWorldConf().fog_density);
skeletons.Load();
Block block;
pack.ReadIndex(index, i);
pack.ReadBlock(block, i);
- if (index < Chunk::size && block.type < block_types.Size()) {
+ if (index < Chunk::size && block.type < block_types.size()) {
manip.SetBlock(*chunk, index, block);
}
}