(svn r11867) -Fix: do not reset changes to persistent storages during world generation.

-Fix: store changes to persistent storages after performing all the game logic instead of resetting them.
replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
rubidium 17 years ago
parent 576f8ad93e
commit 6891bc2011

@ -23,6 +23,7 @@
#include "core/random_func.hpp"
#include "engine.h"
#include "settings_type.h"
#include "newgrf_storage.h"
#include "table/sprites.h"
@ -118,6 +119,8 @@ static void *_GenerateWorld(void *arg)
}
}
ClearStorageChanges(true);
/* These are probably pointless when inside the scenario editor. */
SetGeneratingWorldProgress(GWP_GAME_INIT, 3);
StartupPlayers();

@ -974,8 +974,6 @@ void SwitchMode(int new_mode)
* That check is enforced in DoCommand. */
void StateGameLoop()
{
ClearStorageChanges(false);
/* dont execute the state loop during pause */
if (_pause_game) {
CallWindowTickEvent();
@ -983,10 +981,14 @@ void StateGameLoop()
}
if (IsGeneratingWorld()) return;
ClearStorageChanges(false);
if (_game_mode == GM_EDITOR) {
RunTileLoop();
CallVehicleTicks();
CallLandscapeTick();
ClearStorageChanges(true);
CallWindowTickEvent();
NewsLoop();
} else {
@ -1000,6 +1002,7 @@ void StateGameLoop()
RunTileLoop();
CallVehicleTicks();
CallLandscapeTick();
ClearStorageChanges(true);
AI_RunGameLoop();

Loading…
Cancel
Save