diff --git a/src/core/libraries/system/userservice.cpp b/src/core/libraries/system/userservice.cpp index 436d36bd5..ea6d4d88d 100644 --- a/src/core/libraries/system/userservice.cpp +++ b/src/core/libraries/system/userservice.cpp @@ -126,23 +126,6 @@ s32 PS4_SYSV_ABI sceUserServiceGetEvent(OrbisUserServiceEvent* event) { } return ORBIS_USER_SERVICE_ERROR_NO_EVENT; - - // // fake a login event - // static bool logged_in_1 = false; - // static bool logged_in_2 = false; - - // if (!logged_in_1) { - // logged_in_1 = true; - // event->event = OrbisUserServiceEventType::Login; - // event->userId = 1; - // return ORBIS_OK; - // } - // if (!logged_in_2) { - // logged_in_2 = true; - // event->event = OrbisUserServiceEventType::Login; - // event->userId = 2; - // return ORBIS_OK; - // } } int PS4_SYSV_ABI sceUserServiceGetEventCalendarType() { diff --git a/src/input/input_handler.cpp b/src/input/input_handler.cpp index 93db8448b..1749ec356 100644 --- a/src/input/input_handler.cpp +++ b/src/input/input_handler.cpp @@ -553,10 +553,6 @@ void ControllerOutput::FinalizeUpdate(u8 gamepad_index) { // to do it, and it would be inconvenient to force it here, when AddUpdate does the job just // fine, and a toggle doesn't have to checked against every input that's bound to it, it's // enough that one is pressed - case SDL_GAMEPAD_BUTTON_START: - controllers[gamepad_index]->CheckButton(0, SDLGamepadToOrbisButton(button), - new_button_state); - break; default: // is a normal key (hopefully) controllers[gamepad_index]->CheckButton(0, SDLGamepadToOrbisButton(button), new_button_state);