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