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@ -164,6 +164,15 @@ void GenerateWorldSetCallback(gw_done_proc *proc)
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_gw.proc = proc;
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}
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/**
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* Set here the function, if any, that you want to be called when landscape
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* generation is aborted.
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*/
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void GenerateWorldSetAbortCallback(gw_abort_proc *proc)
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{
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_gw.abortp = proc;
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}
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/**
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* This will wait for the thread to finish up his work. It will not continue
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* till the work is done.
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@ -201,12 +210,15 @@ void HandleGeneratingWorldAbortion(void)
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/* Clean up - in SE create an empty map, otherwise, go to intro menu */
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_switch_mode = (_game_mode == GM_EDITOR) ? SM_EDITOR : SM_MENU;
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if (_gw.abortp != NULL) _gw.abortp();
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if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE);
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/* Show all vital windows again, because we have hidden them */
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if (_gw.threaded && _game_mode != GM_MENU) ShowVitalWindows();
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_gw.active = false;
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_gw.thread = NULL;
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_gw.proc = NULL;
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_gw.abortp = NULL;
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_gw.threaded = false;
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DeleteWindowById(WC_GENERATE_PROGRESS_WINDOW, 0);
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@ -229,6 +241,7 @@ void GenerateWorld(int mode, uint size_x, uint size_y)
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_gw.size_y = size_y;
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_gw.active = true;
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_gw.abort = false;
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_gw.abortp = NULL;
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_gw.lp = _local_player;
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_gw.wait_for_draw = false;
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_gw.quit_thread = false;
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