Always use SDL_INIT_NOPARACHUTE.

This commit is contained in:
Glenn Maynard
2003-04-25 05:43:48 +00:00
parent 40cd459a2f
commit f45baa9fe6
+5 -7
View File
@@ -235,6 +235,7 @@ int main(int argc, char* argv[])
/* Set this up second. Do this early, since it's needed for RageException::Throw.
* Do it after ChangeToDirOfExecutable, so the log ends up in the right place. */
LOG = new RageLog();
#ifdef DEBUG
LOG->ShowConsole();
#endif
@@ -243,12 +244,9 @@ int main(int argc, char* argv[])
atexit(SDL_Quit); /* Clean up on exit */
/* Fire up the SDL, but don't actually start any subsystems. */
int SDL_flags = 0;
#ifdef WIN32
/* We use our own error handler in Windows. */
SDL_flags |= SDL_INIT_NOPARACHUTE;
#endif
/* Fire up the SDL, but don't actually start any subsystems.
* We use our own error handlers. */
int SDL_flags = SDL_INIT_NOPARACHUTE;
SDL_Init(SDL_flags);
CString g_sErrorString = "";
@@ -328,7 +326,7 @@ int main(int argc, char* argv[])
/* This initializes objects that change the SDL event mask, and has other
* dependencies on the SDL video subsystem, so it must be initialized after
* DISPLAY and setting the default SDL event mask. */
INPUTMAN = new RageInput();
INPUTMAN = new RageInput;
// These things depend on the TextureManager, so do them after!
FONT = new FontManager;