windows.gaming.input: Set get_AreEffectsPaused value to FALSE when dinput fails.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -111,11 +111,10 @@ static HRESULT WINAPI motor_get_AreEffectsPaused( IForceFeedbackMotor *iface, BO
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TRACE( "iface %p, value %p.\n", iface, value );
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if (FAILED(hr = IDirectInputDevice8_GetForceFeedbackState( impl->device, &state )))
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return hr;
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if (FAILED(hr = IDirectInputDevice8_GetForceFeedbackState( impl->device, &state ))) *value = FALSE;
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else *value = (state & DIGFFS_PAUSED);
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*value = (state & DIGFFS_PAUSED);
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return S_OK;
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return hr;
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}
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static HRESULT WINAPI motor_get_MasterGain( IForceFeedbackMotor *iface, double *value )
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