Many places use local_company to detect whether world generation is
done, and blindly assume all vital windows exists when local_company
is set.
(cherry picked from commit f35e257adc
)
This commit is contained in:

committed by
Jonathan G Rennison

parent
90859fbe25
commit
e1673d5635
@@ -77,8 +77,6 @@ static void CleanupGeneration()
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_town_noise_no_update = false;
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_town_noise_no_update = false;
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SetMouseCursorBusy(false);
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SetMouseCursorBusy(false);
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/* Show all vital windows again, because we have hidden them */
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if (_game_mode != GM_MENU) ShowVitalWindows();
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SetModalProgress(false);
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SetModalProgress(false);
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_gw.proc = nullptr;
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_gw.proc = nullptr;
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_gw.abortp = nullptr;
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_gw.abortp = nullptr;
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@@ -196,6 +194,8 @@ static void _GenerateWorld()
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ResetObjectToPlace();
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ResetObjectToPlace();
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_cur_company.Trash();
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_cur_company.Trash();
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_current_company = _local_company = _gw.lc;
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_current_company = _local_company = _gw.lc;
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/* Show all vital windows again, because we have hidden them. */
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if (_game_mode != GM_MENU) ShowVitalWindows();
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SetGeneratingWorldProgress(GWP_GAME_START, 1);
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SetGeneratingWorldProgress(GWP_GAME_START, 1);
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/* Call any callback */
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/* Call any callback */
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