Remove the init thread from the scenario editor

The reasoning is the same as for the main game.
This commit is contained in:
2020-01-19 14:44:33 -05:00
parent e4b98a1634
commit a5a7f161c8

View File

@@ -126,35 +126,32 @@ void init_scened(int argc, char* argv[]) {
mainPtr.display();
set_cursor(watch_curs);
boost::thread init_thread([]() {
check_for_intel();
srand(time(nullptr));
check_for_intel();
srand(time(nullptr));
cen_x = 18;
cen_y = 18;
cen_x = 18;
cen_y = 18;
right_sbar_rect.top = RIGHT_AREA_UL_Y - 1;
right_sbar_rect.left = RIGHT_AREA_UL_X + RIGHT_AREA_WIDTH - 1 - 16;
right_sbar_rect.bottom = RIGHT_AREA_UL_Y + RIGHT_AREA_HEIGHT + 1;
right_sbar_rect.right = RIGHT_AREA_UL_X + RIGHT_AREA_WIDTH - 1;
rectangle pal_sbar_rect = terrain_buttons_rect;
pal_sbar_rect.offset(RIGHT_AREA_UL_X,RIGHT_AREA_UL_Y);
pal_sbar_rect.left = pal_sbar_rect.right - 16;
pal_sbar_rect.height() = 17 * 16;
right_sbar_rect.top = RIGHT_AREA_UL_Y - 1;
right_sbar_rect.left = RIGHT_AREA_UL_X + RIGHT_AREA_WIDTH - 1 - 16;
right_sbar_rect.bottom = RIGHT_AREA_UL_Y + RIGHT_AREA_HEIGHT + 1;
right_sbar_rect.right = RIGHT_AREA_UL_X + RIGHT_AREA_WIDTH - 1;
rectangle pal_sbar_rect = terrain_buttons_rect;
pal_sbar_rect.offset(RIGHT_AREA_UL_X,RIGHT_AREA_UL_Y);
pal_sbar_rect.left = pal_sbar_rect.right - 16;
pal_sbar_rect.height() = 17 * 16;
init_sbar(right_sbar, right_sbar_rect, NRSONPAGE - 1);
init_sbar(pal_sbar, pal_sbar_rect, 16);
init_lb();
init_rb();
init_sbar(right_sbar, right_sbar_rect, NRSONPAGE - 1);
init_sbar(pal_sbar, pal_sbar_rect, 16);
init_lb();
init_rb();
Set_up_win();
init_screen_locs();
load_graphics();
cDialog::init();
});
Set_up_win();
init_screen_locs();
load_graphics();
cDialog::init();
if(get_bool_pref("ShowStartupLogo", true))
run_startup_g();
init_thread.join();
set_cursor(sword_curs);
cDialog::defaultBackground = cDialog::BG_LIGHT;