texture_type img_box_full;
texture_type img_box_empty;
-texture_type img_mints;
-texture_type img_coffee;
texture_type img_red_glow;
/* Load graphics/sounds shared between all levels: */
load_badguy_gfx();
/* Upgrades: */
-
- texture_load(&img_mints, datadir + "/images/shared/mints.png", USE_ALPHA);
- texture_load(&img_coffee, datadir + "/images/shared/coffee.png", USE_ALPHA);
-
+ load_special_gfx();
/* Weapons: */
-
- texture_load(&img_bullet, datadir + "/images/shared/bullet.png", USE_ALPHA);
-
texture_load(&img_red_glow, datadir + "/images/shared/red-glow.png",
USE_ALPHA);
-
-
/* Distros: */
texture_load(&img_distro[0], datadir + "/images/shared/distro-0.png",
USE_ALPHA);
texture_load(&tux_life, datadir + "/images/shared/tux-life.png",
USE_ALPHA);
- /* Herring: */
-
- texture_load(&img_golden_herring, datadir + "/images/shared/golden-herring.png",
- USE_ALPHA);
-
-
/* Sound effects: */
/* if (use_sound) // this will introduce SERIOUS bugs here ! because "load_sound"
{
int i;
+ free_special_gfx();
+
for (i = 0; i < 3; i++)
{
texture_free(&tux_right[i]);
for (i = 0; i < 2; i++)
texture_free(&img_flag[i]);
- texture_free(&img_mints);
- texture_free(&img_coffee);
-
for (i = 0; i < 4; i++)
{
texture_free(&img_distro[i]);
texture_free(&img_cloud[1][i]);
}
- texture_free(&img_golden_herring);
-
for (i = 0; i < NUM_SOUNDS; i++)
free_chunk(sounds[i]);