Use CreateEventA instead of CreateEvent to avoid breaking unicode builds.
Thanks tom@sickheadgames.com for the report/fix, see Issue 320
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@@ -201,10 +201,10 @@ void Win32ThreadSupport::startThreads(const Win32ThreadConstructionInfo& threadC
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spuStatus.m_userPtr=0;
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sprintf(spuStatus.m_eventStartHandleName,"eventStart%s%d",threadConstructionInfo.m_uniqueName,i);
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spuStatus.m_eventStartHandle = CreateEvent(0,false,false,spuStatus.m_eventStartHandleName);
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spuStatus.m_eventStartHandle = CreateEventA (0,false,false,spuStatus.m_eventStartHandleName);
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sprintf(spuStatus.m_eventCompletetHandleName,"eventComplete%s%d",threadConstructionInfo.m_uniqueName,i);
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spuStatus.m_eventCompletetHandle = CreateEvent(0,false,false,spuStatus.m_eventCompletetHandleName);
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spuStatus.m_eventCompletetHandle = CreateEventA (0,false,false,spuStatus.m_eventCompletetHandleName);
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m_completeHandles[i] = spuStatus.m_eventCompletetHandle;
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