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Many places use local_company to detect whether world generation is done, and blindly assume all vital windows exists when local_company is set.
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@ -72,8 +72,6 @@ static void CleanupGeneration()
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_generating_world = false;
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_generating_world = 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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@ -182,6 +180,8 @@ 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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