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Use standard thread IDs in C4JThread
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@ -113,8 +113,10 @@ C4JThread::C4JThread(C4JThreadStartFunc* startFunc, void* param,
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#else
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m_threadID = 0;
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m_threadHandle = 0;
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DWORD threadID = 0;
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m_threadHandle = CreateThread(NULL, m_stackSize, entryPoint, this,
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CREATE_SUSPENDED, &m_threadID);
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CREATE_SUSPENDED, &threadID);
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m_threadID = threadID;
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#endif
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EnterCriticalSection(&ms_threadListCS);
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ms_threadList.push_back(this);
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@ -454,7 +456,7 @@ C4JThread* C4JThread::getCurrentThread() {
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#elif defined __PSVITA__
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SceUID currThreadID = sceKernelGetThreadId();
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#else
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DWORD currThreadID = GetCurrentThreadId();
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std::uint32_t currThreadID = GetCurrentThreadId();
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#endif //__PS3__
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EnterCriticalSection(&ms_threadListCS);
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@ -210,7 +210,7 @@ private:
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int m_priority;
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static SceInt32 entryPoint(SceSize argSize, void* pArgBlock);
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#else
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DWORD m_threadID;
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std::uint32_t m_threadID;
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HANDLE m_threadHandle;
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Event* m_completionFlag;
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static DWORD WINAPI entryPoint(LPVOID lpParam);
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