Codechange: Pass WindowDesc by reference instead of pointer. (#12771)
WindowDesc as passed to Windows is not optional so don't allow to it to be nullptr.
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@@ -391,7 +391,7 @@ struct GenerateLandscapeWindow : public Window {
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std::string name;
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GenerateLandscapeWindowMode mode;
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GenerateLandscapeWindow(WindowDesc *desc, WindowNumber number = 0) : Window(desc)
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GenerateLandscapeWindow(WindowDesc &desc, WindowNumber number = 0) : Window(desc)
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{
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this->InitNested(number);
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@@ -1029,7 +1029,7 @@ static void _ShowGenerateLandscape(GenerateLandscapeWindowMode mode)
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if (!GetHeightmapDimensions(_file_to_saveload.detail_ftype, _file_to_saveload.name.c_str(), &x, &y)) return;
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}
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WindowDesc *desc = (mode == GLWM_HEIGHTMAP) ? &_heightmap_load_desc : &_generate_landscape_desc;
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WindowDesc &desc = (mode == GLWM_HEIGHTMAP) ? _heightmap_load_desc : _generate_landscape_desc;
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GenerateLandscapeWindow *w = AllocateWindowDescFront<GenerateLandscapeWindow>(desc, mode, true);
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if (mode == GLWM_HEIGHTMAP) {
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@@ -1075,7 +1075,7 @@ struct CreateScenarioWindow : public Window
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{
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WidgetID widget_id;
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CreateScenarioWindow(WindowDesc *desc, WindowNumber window_number) : Window(desc)
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CreateScenarioWindow(WindowDesc &desc, WindowNumber window_number) : Window(desc)
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{
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this->InitNested(window_number);
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this->LowerWidget(_settings_newgame.game_creation.landscape + WID_CS_TEMPERATE);
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@@ -1321,7 +1321,7 @@ static WindowDesc _create_scenario_desc(
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void ShowCreateScenario()
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{
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CloseWindowByClass(WC_GENERATE_LANDSCAPE);
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new CreateScenarioWindow(&_create_scenario_desc, GLWM_SCENARIO);
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new CreateScenarioWindow(_create_scenario_desc, GLWM_SCENARIO);
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}
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static constexpr NWidgetPart _nested_generate_progress_widgets[] = {
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@@ -1381,7 +1381,7 @@ static void AbortGeneratingWorldCallback(Window *, bool confirmed)
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struct GenerateProgressWindow : public Window {
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GenerateProgressWindow() : Window(&_generate_progress_desc)
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GenerateProgressWindow() : Window(_generate_progress_desc)
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{
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this->InitNested();
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}
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