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(svn r24003) [1.2] -Backport from trunk:
- Fix: Do not load a game during UpdateWindows as that might trigger changing the blitter which triggers re-entrant locking (r23980, r23977) - Fix: [SDL] Palette update was done too late making switching from 8bpp -> 32bpp look ugly (r23978) - Fix: Sprites of different zoom levels were not always padded correctly to a common size (r23976) - Fix: Also save the maximum travel speed for the current vehicle order (r23973)
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@@ -1732,10 +1732,11 @@ void DrawDirtyBlocks()
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_modal_progress_paint_mutex->BeginCritical();
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_modal_progress_work_mutex->BeginCritical();
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if (_switch_mode != SM_NONE && !HasModalProgress()) {
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SwitchToMode(_switch_mode);
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_switch_mode = SM_NONE;
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}
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/* When we ended with the modal progress, do not draw the blocks.
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* Simply let the next run do so, otherwise we would be loading
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* the new state (and possibly change the blitter) when we hold
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* the drawing lock, which we must not do. */
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if (_switch_mode != SM_NONE && !HasModalProgress()) return;
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}
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y = 0;
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