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- got built in memory leak working. Just edit leak_dumper.h and uncomment:
//#define SL_LEAK_DUMP - got better / more accurate stack dumps when we detect errors in game. - Both of these need to be worked on in windows next, win32 may not compile for now until i fix it on that platform. - BE VERY CAREFUL when working in leak_dumper.* it may cause GCC and your system to crash if you don't know what you are doing!
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@@ -328,12 +328,12 @@ bool Window::handleEvent() {
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catch(const char *e){
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SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d] (a1) Couldn't process event: [%s] codeLocation = %s\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,e,codeLocation.c_str());
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if(SystemFlags::getSystemSettingType(SystemFlags::debugSystem).enabled) SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] (a1) Couldn't process event: [%s] codeLocation = %s\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,e,codeLocation.c_str());
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throw runtime_error(e);
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throw megaglest_runtime_error(e);
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}
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catch(const std::runtime_error& e) {
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SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d] (a2) Couldn't process event: [%s] codeLocation = %s\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,e.what(),codeLocation.c_str());
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if(SystemFlags::getSystemSettingType(SystemFlags::debugSystem).enabled) SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] (a2) Couldn't process event: [%s] codeLocation = %s\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,e.what(),codeLocation.c_str());
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throw runtime_error(e.what());
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throw megaglest_runtime_error(e.what());
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}
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catch(const std::exception& e) {
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SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d] (b) Couldn't process event: [%s] codeLocation = %s\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,e.what(),codeLocation.c_str());
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