chunk_renderer.FogDensity(master.GetWorldConf().fog_density);
loop_timer.Start();
stat_timer.Start();
- if (save.Exists(player)) {
- save.Read(player);
- }
}
void InteractiveState::OnResume() {
if (input.BlockFocus()) {
hud.FocusBlock(input.BlockFocus().GetChunk(), input.BlockFocus().block);
} else if (input.EntityFocus()) {
- hud.FocusEntity(*input.EntityFocus().entity);
+ hud.FocusEntity(input.EntityFocus().GetEntity());
} else {
hud.FocusNone();
}