readd crash handler
Don't init the SDL parachute in Windows; it'll override our crash handler.
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@@ -58,8 +58,8 @@
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//
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#include "GameConstantsAndTypes.h"
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//#include "tls.h"
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//#include "crash.h"
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#include "tls.h"
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#include "crash.h"
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#include "SDL.h"
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@@ -74,7 +74,9 @@
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#pragma comment(lib, "opengl32.lib")
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#pragma comment(lib, "glu32.Lib")
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#ifdef WIN32
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HWND g_hWndMain = NULL;
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#endif
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// command line arguments
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CString g_sSongPath = "";
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@@ -271,11 +273,17 @@ int main(int argc, char* argv[])
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if( argc > 2 )
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g_sServerIP = argv[2];
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// SetUnhandledExceptionFilter(CrashHandler);
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// InitThreadData("Main thread");
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// VDCHECKPOINT;
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SetUnhandledExceptionFilter(CrashHandler);
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InitThreadData("Main thread");
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VDCHECKPOINT;
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SDL_Init(0); /* Fire up the SDL, but don't actually start any subsystems. */
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/* Fire up the SDL, but don't actually start any subsystems. */
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int SDL_flags = 0;
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#ifdef WIN32
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/* We use our own error handler in Windows. */
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SDL_flags |= SDL_INIT_NOPARACHUTE;
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#endif
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SDL_Init(SDL_flags);
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atexit(SDL_Quit);
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@@ -334,7 +342,10 @@ int main(int argc, char* argv[])
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SDL_VERSION(&info.version);
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if ( SDL_GetWMInfo(&info) < 0 )
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throw RageException( "SDL_GetWMInfo failed" );
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HWND hwnd = info.window;
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#ifdef WIN32
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g_hWndMain = info.window;
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#endif
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INPUTMAN = new RageInput();
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// SOUNDMAN = new RageSoundManager();
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