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Fix: create vital windows as soon as local_company is set

Many places use local_company to detect whether world generation is
done, and blindly assume all vital windows exists when local_company
is set.
pull/11858/head
Patric Stout 2024-01-21 17:40:47 +01:00
parent fe035c306e
commit d5863688ae
1 changed files with 2 additions and 2 deletions

View File

@ -72,8 +72,6 @@ static void CleanupGeneration()
_generating_world = false;
SetMouseCursorBusy(false);
/* Show all vital windows again, because we have hidden them */
if (_game_mode != GM_MENU) ShowVitalWindows();
SetModalProgress(false);
_gw.proc = nullptr;
_gw.abortp = nullptr;
@ -182,6 +180,8 @@ static void _GenerateWorld()
ResetObjectToPlace();
_cur_company.Trash();
_current_company = _local_company = _gw.lc;
/* Show all vital windows again, because we have hidden them. */
if (_game_mode != GM_MENU) ShowVitalWindows();
SetGeneratingWorldProgress(GWP_GAME_START, 1);
/* Call any callback */