/** Check whether we still use the right blitter, or use another (better) one. */ void CheckBlitter() { if (!SwitchNewGRFBlitter()) return; ClearFontCache(); GfxClearSpriteCache(); }
/** Initialise and load all the sprites. */ void GfxLoadSprites() { DEBUG(sprite, 2, "Loading sprite set %d", _settings_game.game_creation.landscape); SwitchNewGRFBlitter(); GfxInitSpriteMem(); LoadSpriteTables(); GfxInitPalettes(); UpdateCursorSize(); }