diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index f7aed54523e41c6a4f133426fdd73404165a2746..af3d8ad0c99ffcdd01002045a44084cde72561c2 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
g_Game_SetLoadingText(Format('Doom 2D: Forever %s', [GAME_VERSION]), 0, False);
g_Game_SetLoadingText('', 0, False);
- g_Game_SetLoadingText(_lc[I_LOAD_CONSOLE], 0, False);
- r_Console_Init;
- g_Console_Init();
-
g_Game_SetLoadingText(_lc[I_LOAD_MODELS], 0, False);
- r_PlayerModel_Initialize;
-
// load models from all possible wad types, in all known directories
// this does a loosy job (linear search, ooph!), but meh
for wext in wadExtensions do
g_Sound_CreateWADEx('MUSIC_ROUNDMUS', GameWAD+':MUSIC\ROUNDMUS', True, True);
g_Sound_CreateWADEx('MUSIC_STDENDMUS', GameWAD+':MUSIC\ENDMUS', True);
-{$IFNDEF HEADLESS}
- g_Game_SetLoadingText(_lc[I_LOAD_MENUS], 0, False);
- g_Menu_Init();
-{$ENDIF}
-
gMusic := TMusic.Create();
gMusic.SetByName('MUSIC_MENU');
gMusic.Play();
g_Game_StopAllSounds(True);
gMusic.Free();
g_Game_FreeData();
- r_PlayerModel_Finalize;
g_PlayerModel_FreeData();
g_Texture_DeleteAll();
g_Frames_DeleteAll();