, loop_timer(16) {
TextureIndex tex_index;
env.loader.LoadShapes("default", shapes);
- env.loader.LoadBlockTypes("default", block_types, tex_index);
+ env.loader.LoadBlockTypes("default", block_types, tex_index, shapes);
generator.LoadTypes(block_types);
skeletons.LoadHeadless();
spawner.LimitSkeletons(1, skeletons.size());