, unload(env, world.Chunks(), save) {
TextureIndex tex_index;
env.loader.LoadBlockTypes("default", block_types, tex_index);
+ interface.SetInventorySlots(block_types.Size() - 1);
chunk_renderer.LoadTextures(env.loader, tex_index);
chunk_renderer.FogDensity(wc.fog_density);
skeletons.Load();
hud.FocusBlock(input.BlockFocus().GetChunk(), input.BlockFocus().block);
} else if (input.EntityFocus()) {
hud.FocusEntity(*input.EntityFocus().entity);
+ } else {
+ hud.FocusNone();
}
hud.Display(block_types[player.GetInventorySlot() + 1]);
hud.Update(dt);