wined3d: Get rid of a useless local variable in IWineD3DDeviceImpl_SetDepthStencilSurface().
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@ -5907,7 +5907,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface,
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static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface, IWineD3DSurface *pNewZStencil) {
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static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface, IWineD3DSurface *pNewZStencil) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DSurfaceImpl *tmp;
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IWineD3DSurfaceImpl *tmp;
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HRESULT hr = WINED3D_OK;
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TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n", This, pNewZStencil, This->depth_stencil);
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TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n", This, pNewZStencil, This->depth_stencil);
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@ -5938,7 +5937,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *
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This->depth_stencil = (IWineD3DSurfaceImpl *)pNewZStencil;
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This->depth_stencil = (IWineD3DSurfaceImpl *)pNewZStencil;
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if (This->depth_stencil) IWineD3DSurface_AddRef((IWineD3DSurface *)This->depth_stencil);
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if (This->depth_stencil) IWineD3DSurface_AddRef((IWineD3DSurface *)This->depth_stencil);
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if (tmp) IWineD3DSurface_Release((IWineD3DSurface *)tmp);
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if (tmp) IWineD3DSurface_Release((IWineD3DSurface *)tmp);
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hr = WINED3D_OK;
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if((!tmp && pNewZStencil) || (!pNewZStencil && tmp)) {
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if((!tmp && pNewZStencil) || (!pNewZStencil && tmp)) {
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/* Swapping NULL / non NULL depth stencil affects the depth and tests */
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/* Swapping NULL / non NULL depth stencil affects the depth and tests */
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@ -5948,7 +5946,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *
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}
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}
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}
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}
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return hr;
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return WINED3D_OK;
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}
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}
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static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* iface, UINT XHotSpot,
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static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* iface, UINT XHotSpot,
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