TextureIndex tex_index;
env.loader.LoadShapes("default", shapes);
env.loader.LoadBlockTypes("default", block_types, tex_index, shapes);
- skeletons.Load(shapes, tex_index);
+ skeletons.Load(shapes);
+ spawner.LimitSkeletons(0, skeletons.size());
+ spawner.LoadTextures(tex_index);
interface.SetInventorySlots(block_types.size() - 1);
generator.LoadTypes(block_types);
chunk_renderer.LoadTextures(env.loader, tex_index);
chunk_renderer.FogDensity(wc.fog_density);
- spawner.LimitSkeletons(0, skeletons.size());
if (save.Exists(player)) {
save.Read(player);
} else {