@ -281,9 +281,6 @@ static void LoadIntroGame(void)
CLRBITS ( _display_opt , DO_TRANS_BUILDINGS ) ; // don't make buildings transparent in intro
_opt_ptr = & _opt_newgame ;
GfxLoadSprites ( ) ;
LoadStringWidthTable ( ) ;
// Setup main window
ResetWindowSystem ( ) ;
SetupColorsAndInitialWindow ( ) ;
@ -439,11 +436,6 @@ int ttd_main(int argc, char *argv[])
// This must be done early, since functions use the InvalidateWindow* calls
InitWindowSystem ( ) ;
GfxLoadSprites ( ) ;
/* Initialize the unicode to sprite mapping table */
InitializeUnicodeGlyphMap ( ) ;
LoadStringWidthTable ( ) ;
DEBUG ( driver , 1 ) ( " Loading drivers... " ) ;
LoadDriver ( SOUND_DRIVER , _ini_sounddriver ) ;
LoadDriver ( MUSIC_DRIVER , _ini_musicdriver ) ;
@ -463,7 +455,6 @@ int ttd_main(int argc, char *argv[])
/* Make sure _patches is filled with _patches_newgame if we switch to a game directly */
if ( _switch_mode ! = SM_NONE ) {
_opt = _opt_newgame ;
GfxLoadSprites ( ) ;
UpdatePatches ( ) ;
}
@ -655,11 +646,8 @@ static void StartScenario(void)
return ;
}
GfxLoadSprites ( ) ;
// Reinitialize windows
ResetWindowSystem ( ) ;
LoadStringWidthTable ( ) ;
SetupColorsAndInitialWindow ( ) ;
@ -1157,6 +1145,7 @@ bool AfterLoadGame(void)
// Load the sprites
GfxLoadSprites ( ) ;
LoadStringWidthTable ( ) ;
/* Connect front and rear engines of multiheaded trains and converts
* subtype to the new format */