, manip(env, player.GetEntity())
, input(world, player, manip)
, interface(config, env.keymap, input, *this)
-, generator(gc, block_types)
+, generator(gc)
, chunk_loader(world.Chunks(), generator, save)
, chunk_renderer(player.GetChunks())
, skeletons()
, unload(env, world.Chunks(), save) {
TextureIndex tex_index;
env.loader.LoadBlockTypes("default", block_types, tex_index);
- interface.SetInventorySlots(block_types.Size() - 1);
- generator.Scan();
+ interface.SetInventorySlots(block_types.size() - 1);
+ generator.LoadTypes(block_types);
chunk_renderer.LoadTextures(env.loader, tex_index);
chunk_renderer.FogDensity(wc.fog_density);
skeletons.Load();