Always use SDL_INIT_NOPARACHUTE.
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@@ -235,6 +235,7 @@ int main(int argc, char* argv[])
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/* Set this up second. Do this early, since it's needed for RageException::Throw.
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/* Set this up second. Do this early, since it's needed for RageException::Throw.
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* Do it after ChangeToDirOfExecutable, so the log ends up in the right place. */
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* Do it after ChangeToDirOfExecutable, so the log ends up in the right place. */
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LOG = new RageLog();
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LOG = new RageLog();
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#ifdef DEBUG
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#ifdef DEBUG
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LOG->ShowConsole();
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LOG->ShowConsole();
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#endif
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#endif
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@@ -243,12 +244,9 @@ int main(int argc, char* argv[])
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atexit(SDL_Quit); /* Clean up on exit */
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atexit(SDL_Quit); /* Clean up on exit */
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/* 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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* We use our own error handlers. */
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#ifdef WIN32
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int SDL_flags = SDL_INIT_NOPARACHUTE;
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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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SDL_Init(SDL_flags);
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CString g_sErrorString = "";
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CString g_sErrorString = "";
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@@ -328,7 +326,7 @@ int main(int argc, char* argv[])
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/* This initializes objects that change the SDL event mask, and has other
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/* This initializes objects that change the SDL event mask, and has other
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* dependencies on the SDL video subsystem, so it must be initialized after
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* dependencies on the SDL video subsystem, so it must be initialized after
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* DISPLAY and setting the default SDL event mask. */
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* DISPLAY and setting the default SDL event mask. */
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INPUTMAN = new RageInput();
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INPUTMAN = new RageInput;
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// These things depend on the TextureManager, so do them after!
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// These things depend on the TextureManager, so do them after!
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FONT = new FontManager;
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FONT = new FontManager;
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