Commit 0b6a821188e2456e196a30864f59f0e6d2f3dbf4

Brick 2021-10-12T14:08:20

Messages posted on the same tick are not new

diff --git a/src/video/windows/SDL_windowsevents.c b/src/video/windows/SDL_windowsevents.c
index 2b68765..6307fac 100644
--- a/src/video/windows/SDL_windowsevents.c
+++ b/src/video/windows/SDL_windowsevents.c
@@ -1525,7 +1525,7 @@ WIN_PumpEvents(_THIS)
 {
     const Uint8 *keystate;
     MSG msg;
-    DWORD start_ticks = GetTickCount();
+    DWORD end_ticks = GetTickCount() + 1;
     int new_messages = 0;
 
     if (g_WindowsEnableMessageLoop) {
@@ -1549,7 +1549,7 @@ WIN_PumpEvents(_THIS)
             DispatchMessage(&msg);
 
             /* Make sure we don't busy loop here forever if there are lots of events coming in */
-            if (SDL_TICKS_PASSED(msg.time, start_ticks)) {
+            if (SDL_TICKS_PASSED(msg.time, end_ticks)) {
                 /* We might get a few new messages generated by the Steam overlay or other application hooks
                    In this case those messages will be processed before any pending input, so we want to continue after those messages.
                    (thanks to Peter Deayton for his investigation here)