quartz/dsoundrender: Remove the unused "in_loop" field.
Signed-off-by: Zebediah Figura <z.figura12@gmail.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -63,7 +63,6 @@ struct dsound_render
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IDirectSound8 *dsound;
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LPDIRECTSOUNDBUFFER dsbuffer;
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DWORD buf_size;
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DWORD in_loop;
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DWORD last_playpos, writepos;
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REFERENCE_TIME play_time;
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@ -237,11 +236,9 @@ static HRESULT DSoundRender_HandleEndOfStream(struct dsound_render *This)
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if (pos1 == pos2)
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break;
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This->in_loop = 1;
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LeaveCriticalSection(&This->stream_cs);
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WaitForSingleObject(This->flush_event, 10);
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EnterCriticalSection(&This->stream_cs);
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This->in_loop = 0;
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}
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return S_OK;
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@ -262,11 +259,9 @@ static HRESULT DSoundRender_SendSampleData(struct dsound_render *This,
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hr = S_FALSE;
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if (hr != S_OK) {
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This->in_loop = 1;
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LeaveCriticalSection(&This->stream_cs);
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ret = WaitForSingleObject(This->flush_event, 10);
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EnterCriticalSection(&This->stream_cs);
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This->in_loop = 0;
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if (This->sink.flushing || This->filter.state == State_Stopped)
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return This->filter.state == State_Paused ? S_OK : VFW_E_WRONG_STATE;
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if (ret != WAIT_TIMEOUT)
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