CPU usage in background fix
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@@ -74,6 +74,8 @@ Uint8 MouseButton;
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DWORD LastUsedPos = 0;
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DWORD LastUsedPos = 0;
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DWORD CurMode = -1;
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DWORD CurMode = -1;
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extern BYTE GUIOn2;
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static BYTE IsActivated;
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#define UPDATE_TICKS_GAME (1000/60.0) // milliseconds per world update
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#define UPDATE_TICKS_GAME (1000/60.0) // milliseconds per world update
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#define UPDATE_TICKS_GAMEPAL (1000/50.0)// milliseconds per world update
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#define UPDATE_TICKS_GAMEPAL (1000/50.0)// milliseconds per world update
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@@ -103,6 +105,9 @@ int Main_Proc(void)
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{
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{
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switch (event.type)
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switch (event.type)
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{
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{
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case SDL_ACTIVEEVENT:
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IsActivated = event.active.gain;
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break;
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case SDL_KEYDOWN:
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case SDL_KEYDOWN:
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if (event.key.keysym.sym == SDLK_LSHIFT ||
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if (event.key.keysym.sym == SDLK_LSHIFT ||
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event.key.keysym.sym == SDLK_RSHIFT)
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event.key.keysym.sym == SDLK_RSHIFT)
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@@ -921,6 +926,7 @@ void UpdateSound(void *userdata, Uint8 * stream, int len)
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void UpdateVFrame(void)
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void UpdateVFrame(void)
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{
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{
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if (GUIOn2 == 1 && IsActivated == 0) SDL_WaitEvent(NULL);
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Main_Proc();
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Main_Proc();
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CheckTimers();
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CheckTimers();
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}
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}
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