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- removed useless call in SDL backend
Its result wasn't used, and it may invoke function of DDummyFrameBuffer during initial sound precaching
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@ -237,7 +237,6 @@ static bool inGame()
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static void I_CheckNativeMouse ()
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{
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bool focus = SDL_GetKeyboardFocus() != NULL;
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bool fs = screen->IsFullscreen();
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// TODO: We want this to check for demo playback, as well. And paused state
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bool wantNative = !focus || (!use_mouse || GUICapture || !inGame());
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