X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fclient%2Fclient.cpp;h=6a2dd32993b1fb45031ef9485428ce256ae0f4a7;hb=bc2806164f55b7ac48dbb6d224b7d4b55683decf;hp=1978f3929c5b623ef987d224fe3ed2e9e5ffcaa9;hpb=d5ef462f3bd70a9717c1309466ce8d90b038c5cd;p=blank.git diff --git a/src/client/client.cpp b/src/client/client.cpp index 1978f39..6a2dd32 100644 --- a/src/client/client.cpp +++ b/src/client/client.cpp @@ -5,7 +5,7 @@ #include "../app/Environment.hpp" #include "../app/init.hpp" #include "../app/TextureIndex.hpp" -#include "../model/CompositeModel.hpp" +#include "../model/Model.hpp" #include "../io/WorldSave.hpp" #include "../world/ChunkIndex.hpp" #include "../world/ChunkStore.hpp" @@ -48,6 +48,7 @@ void InitialState::Render(Viewport &viewport) { // TODO: this clutter is a giant mess InteractiveState::InteractiveState(MasterState &master, uint32_t player_id) : master(master) +, shapes() , block_types() , save(master.GetEnv().config.GetWorldPath(master.GetWorldConf().name, master.GetConfig().net.host)) , world(block_types, master.GetWorldConf()) @@ -65,11 +66,12 @@ InteractiveState::InteractiveState(MasterState &master, uint32_t player_id) save.Write(master.GetWorldConf()); } TextureIndex tex_index; - master.GetEnv().loader.LoadBlockTypes("default", block_types, tex_index); + master.GetEnv().loader.LoadShapes("default", shapes); + master.GetEnv().loader.LoadBlockTypes("default", block_types, tex_index, shapes); + skeletons.Load(shapes, tex_index); interface.SetInventorySlots(block_types.size() - 1); chunk_renderer.LoadTextures(master.GetEnv().loader, tex_index); chunk_renderer.FogDensity(master.GetWorldConf().fog_density); - skeletons.Load(); loop_timer.Start(); if (save.Exists(player)) { save.Read(player); @@ -327,7 +329,7 @@ void MasterState::On(const Packet::SpawnEntity &pack) { pack.ReadEntity(entity); uint32_t skel_id; pack.ReadSkeletonID(skel_id); - CompositeModel *skel = state->GetSkeletons().ByID(skel_id); + Model *skel = state->GetSkeletons().ByID(skel_id); if (skel) { skel->Instantiate(entity.GetModel()); }