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Fix #9722: create vital windows as soon as local_company is set (#11858)

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/11750/head
Patric Stout 2024-01-21 18:36:33 +01:00 committed by GitHub
parent a9a0bfffc1
commit f35e257adc
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GPG Key ID: B5690EEEBB952194
1 changed files with 2 additions and 2 deletions

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