, unload(env, world.Chunks(), save) {
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);
+ skeletons.Load(shapes, 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);
- skeletons.Load();
spawner.LimitSkeletons(0, skeletons.size());
if (save.Exists(player)) {
save.Read(player);