diff options
author | glx <glx@openttd.org> | 2008-06-05 20:54:52 +0000 |
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committer | glx <glx@openttd.org> | 2008-06-05 20:54:52 +0000 |
commit | ee256e770afb5f04a6a10f3b2045dd426d3167ff (patch) | |
tree | 62bef57de81c1ddcc691d5de5e8db395615bdacc /src/video/dedicated_v.cpp | |
parent | 5176319dd5145138604dd48c44b056693d900b10 (diff) | |
download | openttd-ee256e770afb5f04a6a10f3b2045dd426d3167ff.tar.xz |
(svn r13390) -Codechange: introduce usererror() for fatal but not openttd related errors. Now all error() will 'crash' openttd after showing the message in win32 releases (MSVC), creating a crash.log and crash.dmp (like the '!' hack used before). On the other hand, usererror() will just close the game. So use error() only when it can be helpful to debugging, else use usererror().
Diffstat (limited to 'src/video/dedicated_v.cpp')
-rw-r--r-- | src/video/dedicated_v.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/video/dedicated_v.cpp b/src/video/dedicated_v.cpp index 8af223e8e..1921205bb 100644 --- a/src/video/dedicated_v.cpp +++ b/src/video/dedicated_v.cpp @@ -107,10 +107,10 @@ static void CreateWindowsConsoleThread() /* Create event to signal when console input is ready */ _hInputReady = CreateEvent(NULL, false, false, NULL); _hWaitForInputHandling = CreateEvent(NULL, false, false, NULL); - if (_hInputReady == NULL || _hWaitForInputHandling == NULL) error("Cannot create console event!"); + if (_hInputReady == NULL || _hWaitForInputHandling == NULL) usererror("Cannot create console event!"); _hThread = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)CheckForConsoleInput, NULL, 0, &dwThreadId); - if (_hThread == NULL) error("Cannot create console thread!"); + if (_hThread == NULL) usererror("Cannot create console thread!"); DEBUG(driver, 2, "Windows console thread started"); } |