don't call HandleSDLEvents; cleanup
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@@ -813,22 +813,7 @@ static void MountTreeOfZips( const CString &dir )
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}
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#ifdef _XBOX
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/*
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extern int SDL_main(int argc, char *argv[]);
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void __cdecl main()
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{
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SDL_main(0, NULL);
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}
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*/
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char *xboxargv[] = { "d:\\default.xbe" };
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extern RageDisplay::VideoModeParams g_CurrentParams;
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/*
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void __cdecl main()
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{
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main(0, xboxargv);
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}
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*/
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#endif
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#if defined(HAVE_VERSION_INFO)
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@@ -1493,32 +1478,6 @@ void FocusChanged( bool bHasFocus )
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RestoreAppPri();
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}
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static void HandleSDLEvents()
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{
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// process all queued events
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SDL_Event event;
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while(SDL_GetEvent(event, SDL_QUITMASK|SDL_ACTIVEEVENTMASK))
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{
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switch(event.type)
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{
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case SDL_QUIT:
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LOG->Trace("SDL_QUIT: shutting down");
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ExitGame();
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break;
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case SDL_ACTIVEEVENT:
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{
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/* We don't care about mouse focus. */
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if(event.active.state == SDL_APPMOUSEFOCUS)
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break;
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uint8_t i = SDL_GetAppState();
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FocusChanged( i&SDL_APPINPUTFOCUS && i&SDL_APPACTIVE );
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}
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}
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}
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}
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static void CheckSkips( float fDeltaTime )
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{
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if( !PREFSMAN->m_bLogSkips )
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@@ -1548,9 +1507,6 @@ static void GameLoop()
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RageTimer timer;
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while(!g_bQuitting)
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{
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/* This needs to be called before anything that handles SDL events. */
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SDL_PumpEvents();
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HandleSDLEvents();
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/*
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* Update
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